Improve drawing system
This commit is contained in:
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@ -20,44 +20,13 @@
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__doc__ = 'brutalmaze module for hero and enemy classes'
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__doc__ = 'brutalmaze module for hero and enemy classes'
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from collections import deque
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from collections import deque
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from math import atan2, cos, sin, pi
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from math import atan2, sin, pi
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from random import shuffle
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from random import shuffle
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import pygame
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import pygame
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from pygame.gfxdraw import filled_polygon, aapolygon
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from .constants import *
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from .constants import *
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from .utils import randsign, regpoly, fill_aapolygon, pos, sign
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def randsign():
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"""Return either -1 or 1 (kind of) randomly."""
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return (pygame.time.get_ticks() & 1)*2 - 1
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def regpoly(n, R, r, x, y):
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"""Return the pointlist of the regular polygon with n sides,
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circumradius of R, the center point I(x, y) and one point A make the
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vector IA with angle r (in radians).
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"""
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r %= pi * 2
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angles = [r + pi*2*side/n for side in range(n)]
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return [(x + R*cos(angle), y + R*sin(angle)) for angle in angles]
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def fill_aapolygon(surface, points, color):
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"""Draw a filled polygon with anti aliased edges onto a surface."""
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aapolygon(surface, points, color)
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filled_polygon(surface, points, color)
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def pos(x, y, distance, middlex, middley):
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"""Return coordinate of the center of the grid (x, y)."""
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return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
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def sign(n):
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"""Return the sign of number n."""
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return -1 if n < 0 else 1 if n else 0
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class Hero:
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class Hero:
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@ -85,20 +54,19 @@ class Hero:
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if hold: self.spin_queue.extend([0] * (self.spin_speed >> 1))
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if hold: self.spin_queue.extend([0] * (self.spin_speed >> 1))
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self.spin_queue.extend([randsign()] * self.spin_speed)
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self.spin_queue.extend([randsign()] * self.spin_speed)
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def draw(self, color=None):
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def draw(self):
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"""Draw the hero."""
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"""Draw the hero."""
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trigon = regpoly(3, self.R, self.angle, self.x, self.y)
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trigon = regpoly(3, self.R, self.angle, self.x, self.y)
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fill_aapolygon(self.surface, trigon, color or self.get_color())
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fill_aapolygon(self.surface, trigon, self.get_color())
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def update(self, fps):
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def update(self, fps):
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"""Update the hero."""
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"""Update the hero."""
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self.spin_speed = int(round(fps / (len(self.color)-self.wound)))
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self.spin_speed = int(round(fps / (len(self.color)-self.wound)))
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self.wound -= HEAL_SPEED / len(self.color) / (self.spin_speed or 1)
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self.wound -= HEAL_SPEED / len(self.color) / self.spin_speed
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if self.wound < 0: self.wound = 0.0
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if self.wound < 0: self.wound = 0.0
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self.slash(hold=True)
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self.slash(hold=True)
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direction = self.spin_queue.popleft() if self.spin_queue else 0
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direction = self.spin_queue.popleft() if self.spin_queue else 0
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self.draw(color=BG_COLOR)
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if direction:
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if direction:
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self.angle += direction * pi * 2 / 3 / self.spin_speed
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self.angle += direction * pi * 2 / 3 / self.spin_speed
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else:
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else:
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@ -125,9 +93,8 @@ class Enemy:
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self.awake = False
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self.awake = False
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self.move_speed = fps / MOVE_SPEED
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self.move_speed = fps / MOVE_SPEED
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self.offsetx = self.offsety = 0
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self.offsetx = self.offsety = 0
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self.spin_speed = int(round(fps / len(self.color)))
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self.spin_speed = fps / len(self.color)
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self.spin_queue = []
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self.spin_queue = self.wound = 0.0
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self.wound = 0.0
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def pos(self, distance, middlex, middley):
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def pos(self, distance, middlex, middley):
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"""Return coordinate of the center of the enemy."""
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"""Return coordinate of the center of the enemy."""
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@ -135,11 +102,12 @@ class Enemy:
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step = distance / self.move_speed
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step = distance / self.move_speed
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return x + self.offsetx*step, y + self.offsety*step
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return x + self.offsetx*step, y + self.offsety*step
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def draw(self, distance, middlex, middley, color):
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def draw(self, distance, middlex, middley):
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"""Draw the enemy, given distance between grids and the middle grid."""
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"""Draw the enemy, given distance between grids and the middle grid."""
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radious = distance/SQRT2 - self.awake*2
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radious = distance/SQRT2 - self.awake*2
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square = regpoly(4, radious, self.angle,
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square = regpoly(4, radious, self.angle,
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*self.pos(distance, middlex, middley))
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*self.pos(distance, middlex, middley))
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color = self.color[int(self.wound)] if self.awake else FG_COLOR
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fill_aapolygon(self.surface, square, color)
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fill_aapolygon(self.surface, square, color)
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def place(self, x=0, y=0):
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def place(self, x=0, y=0):
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@ -177,14 +145,16 @@ class Enemy:
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def update(self, fps, distance, middlex, middley):
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def update(self, fps, distance, middlex, middley):
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"""Update the enemy."""
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"""Update the enemy."""
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if self.awake:
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if self.awake:
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self.draw(distance, middlex, middley, BG_COLOR)
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self.spin_speed, old_speed = fps / len(self.color), self.spin_speed
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self.spin_queue *= self.spin_speed / old_speed
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if not self.spin_queue and not self.move(fps):
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if not self.spin_queue and not self.move(fps):
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self.spin_speed = int(round(fps / len(self.color)))
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self.spin_queue = randsign() * self.spin_speed
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self.spin_queue.extend([randsign()] * self.spin_speed)
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if abs(self.spin_queue) > 0.5:
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if self.spin_queue:
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self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
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self.angle += self.spin_queue.pop() * pi / 2 / self.spin_speed
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self.spin_queue -= sign(self.spin_queue)
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self.draw(distance, middlex, middley,
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else:
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self.color[int(self.wound)] if self.awake else FG_COLOR)
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self.angle, self.spin_queue = pi / 4, 0
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self.draw(distance, middlex, middley)
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def die(self):
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def die(self):
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"""Kill the enemy."""
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"""Kill the enemy."""
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@ -30,7 +30,7 @@ GOLDEN_MEAN = 5**0.5/2 + 0.5
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INIT_FPS = 30.0
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INIT_FPS = 30.0
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SIZE = 640, 480
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SIZE = 640, 480
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MAZE_SIZE = 12
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MAZE_SIZE = 10
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ROAD_WIDTH = 5
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ROAD_WIDTH = 5
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CELL_WIDTH = ROAD_WIDTH * 2
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CELL_WIDTH = ROAD_WIDTH * 2
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MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
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MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
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@ -69,8 +69,8 @@ def main():
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maze.hero.slashing = False
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maze.hero.slashing = False
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elif event.type == VIDEORESIZE:
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elif event.type == VIDEORESIZE:
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maze.resize(event.w, event.h)
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maze.resize(event.w, event.h)
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if len(flash_time) > 10:
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if len(flash_time) > 5:
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new_fps = 10000.0 / (flash_time[-1] - flash_time[0])
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new_fps = 5000.0 / (flash_time[-1] - flash_time[0])
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fps += -1 if new_fps < fps else 5
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fps += -1 if new_fps < fps else 5
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flash_time.popleft()
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flash_time.popleft()
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maze.update(fps)
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maze.update(fps)
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@ -18,29 +18,18 @@
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# Copyright (C) 2017 Nguyễn Gia Phong
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# Copyright (C) 2017 Nguyễn Gia Phong
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from collections import deque
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from collections import deque
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from math import pi, atan, cos, sin, log
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from math import pi, atan, log
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from random import choice, getrandbits
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from random import choice, getrandbits
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import pygame
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import pygame
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from .characters import pos, sign, regpoly, fill_aapolygon, Hero, Enemy
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from .characters import Hero, Enemy
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from .constants import *
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from .constants import *
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from .utils import pos, sign, cosin, length, regpoly, fill_aapolygon
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__doc__ = 'brutalmaze module for the maze class'
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__doc__ = 'brutalmaze module for the maze class'
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def cosin(x):
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"""Return the sum of cosine and sine of x (measured in radians)."""
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return cos(x) + sin(x)
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def length(x0, y0, x1, y1):
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"""Return the length of the line segment joining the two points
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(x0, y0) and (x1, y1).
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"""
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return ((x0-x1)**2 + (y0-y1)**2)**0.5
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def cell(bit, upper=True):
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def cell(bit, upper=True):
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"""Return a half of a cell of the maze based on the given bit."""
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"""Return a half of a cell of the maze based on the given bit."""
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if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH)
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if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH)
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@ -70,7 +59,7 @@ class Maze:
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self.distance = (self.w * self.h / 416) ** 0.5
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self.distance = (self.w * self.h / 416) ** 0.5
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self.step = self.distance / self.speed
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self.step = self.distance / self.speed
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self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
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self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
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w, h = (int((i/self.distance+2) / 2) for i in size)
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w, h = (int(i/self.distance/2 + 2) for i in size)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.offsetx = self.offsety = 0.0
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self.offsetx = self.offsety = 0.0
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@ -219,10 +208,10 @@ class Maze:
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self.map[MIDDLE][MIDDLE] = HERO
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self.map[MIDDLE][MIDDLE] = HERO
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self.middlex = self.x + self.offsetx*self.step
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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self.middley = self.y + self.offsety*self.step
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self.draw()
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for enemy in self.enemies:
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for enemy in self.enemies:
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if not enemy.awake: self.wake(enemy)
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if not enemy.awake: self.wake(enemy)
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self.draw()
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for enemy in self.enemies:
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for enemy in self.enemies:
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enemy.update(fps, self.distance, self.middlex, self.middley)
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enemy.update(fps, self.distance, self.middlex, self.middley)
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self.hero.update(fps)
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self.hero.update(fps)
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@ -230,9 +219,9 @@ class Maze:
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for enemy in self.enemies:
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for enemy in self.enemies:
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if not enemy.spin_queue: continue
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if not enemy.spin_queue: continue
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x, y = enemy.pos(self.distance, self.middlex, self.middley)
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x, y = enemy.pos(self.distance, self.middlex, self.middley)
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d = length(x, y, self.x, self.y)
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d = self.slashd - length(x, y, self.x, self.y)
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if d <= self.slashd:
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if d >= 0:
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self.hero.wound += (self.slashd-d) / self.hero.R / enemy.spin_speed
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self.hero.wound += d / self.hero.R / enemy.spin_speed
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pygame.display.flip()
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pygame.display.flip()
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pygame.display.set_caption('Brutal Maze - Score: {}'.format(
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pygame.display.set_caption('Brutal Maze - Score: {}'.format(
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int(self.score - INIT_SCORE)))
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int(self.score - INIT_SCORE)))
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@ -249,9 +238,10 @@ class Maze:
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self.middlex = self.x + self.offsetx*self.step
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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self.middley = self.y + self.offsety*self.step
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self.x, self.y = w >> 1, h >> 1
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self.x, self.y = w >> 1, h >> 1
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w, h = int((w/self.distance+2) / 2), int((h/self.distance+2) / 2)
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w, h = int(w/self.distance/2 + 2), int(h/self.distance/2 + 2)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.slashd = self.hero.R + self.distance/SQRT2
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self.draw()
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self.draw()
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def move(self, x, y):
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def move(self, x, y):
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def lose(self):
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def lose(self):
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"""Handle loses."""
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"""Handle loses."""
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quit()
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pygame.quit()
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@ -0,0 +1,70 @@
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# -*- coding: utf-8 -*-
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# characters.py - module for shared functions and macros
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# This file is part of brutalmaze
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#
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# brutalmaze is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# brutalmaze is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with brutalmaze. If not, see <http://www.gnu.org/licenses/>.
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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__doc__ = 'brutalmaze module for hero and enemy classes'
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from math import cos, sin, pi
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import pygame
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from pygame.gfxdraw import filled_polygon, aapolygon
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from .constants import *
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def randsign():
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"""Return either -1 or 1 (kind of) randomly."""
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return (pygame.time.get_ticks() & 1)*2 - 1
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def regpoly(n, R, r, x, y):
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"""Return the pointlist of the regular polygon with n sides,
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circumradius of R, the center point I(x, y) and one point A make the
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vector IA with angle r (in radians).
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"""
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r %= pi * 2
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angles = [r + pi*2*side/n for side in range(n)]
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return [(x + R*cos(angle), y + R*sin(angle)) for angle in angles]
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def fill_aapolygon(surface, points, color):
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"""Draw a filled polygon with anti aliased edges onto a surface."""
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aapolygon(surface, points, color)
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filled_polygon(surface, points, color)
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def pos(x, y, distance, middlex, middley):
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"""Return coordinate of the center of the grid (x, y)."""
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return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
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def sign(n):
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"""Return the sign of number n."""
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return -1 if n < 0 else 1 if n else 0
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def cosin(x):
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"""Return the sum of cosine and sine of x (measured in radians)."""
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return cos(x) + sin(x)
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def length(x0, y0, x1, y1):
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"""Return the length of the line segment joining the two points
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(x0, y0) and (x1, y1).
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"""
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return ((x0-x1)**2 + (y0-y1)**2)**0.5
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