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game.py
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from core.gametick import GameTick
from numpy import array as v2
import pygame
import random
from texture.texture import load_images
from sounds.sounds import load_sounds
import core.func
class Game:
def __init__(self, screen):
self.screen = screen
self.size_conv = [1,1]
self.res = (1920, 1080)
self.res2 = v2([1920, 1080])
self.keypress = []
self.keypress_held_down = []
self.terminal = {}
self.images = {}
self.sounds = {}
self.load_i = 0
self.sound_volume = 1
self.zoom = 0
self.camera_pos = v2([0,0])
self.camera_pos_target = v2([0,0])
self.parts = []
self.GT = GameTick
self.darkened_surface = pygame.Surface(self.res).convert_alpha()
self.darkened_surface.fill((0,0,0))
self.darkened_surface.set_alpha(155)
self.v_magnitude = 0
self.last_mass = 0
self.last_battery_capacity = 0
self.mass = 0
self.battery_life = 0
self.bullets = []
self.particles = []
self.impacts = []
self.tick_time = 1/60
self.misses = 0
self.hud_tick = GameTick(22, oneshot = True)
self.explosion_list = []
self.state = "build"
self.draw_modules_on_top = []
load_images(self, self.size_conv)
load_sounds(self)
self.set_sound_volume(0.5)
def sort_parts_by_depth(self):
parts = {}
for x in self.parts:
depth = x.recursive_get_parent_depth(0)
if depth not in parts:
parts[depth] = [x]
else:
parts[depth].append(x)
return parts
def get_parts_not_connected(self):
for x in self.parts:
if x.core:
core = x
break
children = core.recursive_get_children(core, [core])
not_connected = []
for x in self.parts:
if x not in children and not x.parent:
not_connected.append(x)
return not_connected
def load_robot(self):
pass
def image(self, name):
l = []
for i in self.images[name]:
l.append(self.images[name][i].copy())
return l
def sound(self, key):
if key + "1" in self.sounds:
i = 0
sounds = []
while True:
i += 1
if key + str(i) in self.sounds:
sounds.append(key + str(i))
else:
break
key1 = random.choice(sounds)
self.sounds[key1].stop()
self.sounds[key1].play()
return
self.sounds[key].stop()
self.sounds[key].play()
def vibrate(self, magnitude):
self.v_magnitude += magnitude
def campos(self, pos):
return pos - self.camera_pos
def rev_campos(self, pos):
return pos + self.camera_pos
def quicktext(self, text, size, pos):
text_surf = self.terminal[size].render(text, False, [255,255,255])
self.screen.blit(text_surf, pos)
def set_sound_volume(self,value):
for key in self.sounds:
self.sounds[key].set_volume(value)
def print_robot_info(self):
for x in self.parts:
if x.core:
children = x.recursive_get_children(x, [x])
break
d = {}
for i, x in enumerate(children):
d[i] = x
print("{")
for x in d:
t = str(type(d[x]))
t1 = t.split("'")[1]
parent = -1
for y in d:
if d[y] == d[x].parent:
parent = y
break
try:
x1,y1 = d[x].delta_to_parent
except:
x1,y1 = 0,0
print(f"{x} : [\n {t1}(game, [500,500]),\n {parent if parent != -1 else None},\n [{x1}, {y1}],\n {d[x].angle} ],")
# print("angle:", d[x].angle)
# print("delta_to_parent:", d[x].delta_to_parent)
print("}")
#print(x.name, x.parent, x.angle, x.angle_to_parent, x.delta_to_parent)
def camera_movement(self):
camera_pan = 0.1
mouse_pos_var = [
camera_pan * (self.mouse_pos[0] - self.res[0] / 2),
camera_pan * (self.mouse_pos[1] - self.res[1] / 2),
]
self.camera_pos[0] += mouse_pos_var[0] + random.uniform(-self.v_magnitude, self.v_magnitude)
self.camera_pos[1] += mouse_pos_var[1] + random.uniform(-self.v_magnitude, self.v_magnitude)
self.v_magnitude *= 0.9
camera_panning = 0.15
self.camera_pos = core.func.minus(
self.camera_pos,
core.func.minus(
core.func.minus(self.camera_pos_target, self.camera_pos, op="-"),
[camera_panning, camera_panning],
op="*",
),
)