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@ -3,7 +3,7 @@ from ..servers.physics import PhysicsServer
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class CollideRect(Component):
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def __init__(self, parent, rect, static=True, solid=True):
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def __init__(self, parent, rect, static=True, solid=True, cb=None):
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super().__init__(parent)
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self.rect = rect
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def x_change_cb(x):
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@ -14,6 +14,7 @@ class CollideRect(Component):
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parent.subscribe('y', y_change_cb)
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self.static = static
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self.solid = solid
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self.cb = cb
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self.vx = 0
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self.vy = 0
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@ -21,4 +22,4 @@ class CollideRect(Component):
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PhysicsServer().register_component(self)
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def unregister(self):
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PhysicsServer().register_component(self)
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PhysicsServer().unregister_component(self)
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@ -13,4 +13,4 @@ class Sprite(Component):
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GraphicsServer().register_component(self)
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def unregister(self):
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GraphicsServer().register_component(self)
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GraphicsServer().unregister_component(self)
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@ -8,39 +8,46 @@ class PhysicsServer(Server):
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self._dynamic = []
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def register_component(self, component):
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if component.solid:
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if component.static:
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self._static.append(component)
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else:
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self._dynamic.append(component)
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if component.static:
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self._static.append(component)
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else:
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self._area.append(component)
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self._dynamic.append(component)
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def unregister_component(self, component):
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self._static.remove(component)
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self._dynamic.remove(component)
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if component in self._static:
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self._static.remove(component)
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if component in self._dynamic:
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self._dynamic.remove(component)
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def _check_collide(self, rect):
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for s in self._static:
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if s.rect.colliderect(rect):
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return True
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return False
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def _check_collide(self, dyn):
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for s in self._static + self._dynamic:
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if s != dyn and s.rect.colliderect(dyn.rect):
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return s
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return None
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def step(self):
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for d in self._dynamic:
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x_step = -1 if d.vx < 0 else 1
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y_step = -1 if d.vy < 0 else 1
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for i in range(abs(d.vx)):
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if self._check_collide(d.rect):
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d.parent.x -= x_step
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d.vx = 0
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break
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c = self._check_collide(d)
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if c is not None:
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if c.cb:
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c.cb()
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if c.solid:
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d.parent.x -= x_step
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d.vx = 0
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break
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d.parent.x += x_step
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for i in range(abs(d.vy)):
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if self._check_collide(d.rect):
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d.parent.y -= y_step
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d.vy = 0
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break
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c = self._check_collide(d)
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if c is not None:
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if c.cb:
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c.cb()
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if c.solid:
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d.parent.y -= y_step
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d.vy = 0
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break
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d.parent.y += y_step
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# d.vx = 0
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# d.vy = 0
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BIN
res/lvl0.png
BIN
res/lvl0.png
Binary file not shown.
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 16 KiB |
@ -15,6 +15,24 @@ from itertools import product
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S=20
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entities=[]
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class PacDot(Entity):
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s = Surface((S, S))
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draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
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def __init__(self):
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super().__init__()
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CollideRect(self, Rect(0, 0, S, S),
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static=True, solid=False, cb=self.cb)
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Sprite(self, PacDot.s, 1)
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def cb(self):
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self.unregister()
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class Level(Entity):
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def __init__(self, path):
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super().__init__()
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@ -26,16 +44,22 @@ class Level(Entity):
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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for x, y in product(range(w), range(h)):
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if desc.get_at((x, y)) == (0, 0, 255):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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CollideRect(self, Rect(x * S, y * S, S, S))
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self.surf.blit(wall, (x * S, y * S))
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elif col == (139, 139, 139):
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pc = PacDot()
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pc.x = x * S
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pc.y = y * S
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entities.append(pc)
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Sprite(self, self.surf, 0)
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class MovingEntity(Entity):
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def __init__(self, surf):
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super().__init__()
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sprite = Sprite(self, surf, 1)
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sprite = Sprite(self, surf, 2)
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self.phys = CollideRect(
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self,
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Rect(self.x, self.y, sprite.width, sprite.width),
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@ -81,8 +105,10 @@ class Lvl0(Scene):
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pacman.phys.rect.w = S//T
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pacman.phys.rect.h = S//T
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self.entities.append(pacman)
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self.entities.append(Level('lvl0.png'))
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for entity in entities:
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self.entities.append(entity)
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self.entities.append(pacman)
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super().load()
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