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@Auer11
Last active April 10, 2018 22:48
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Game3.py
from scene import *
import random
from math import atan2
import ui
import scene_drawing
A = Action
from sympy.geometry import Point
class MyScene (Scene):
def setup(self):
self.unit=40
self.speed=.1
self.m_blue=None
self.m_red=None
self.min_dist=50
self.max_dist=100
self.red=SpriteNode('emj:Red_Circle')
self.red.size=self.unit,self.unit
self.red.position=self.size.x/2-self.min_dist,self.size.y/2
self.add_child(self.red)
self.blue=SpriteNode('emj:Blue_Circle')
self.blue.size=self.unit,self.unit
self.blue.position=self.size.x/2+self.min_dist,self.size.y/2
self.add_child(self.blue)
self.connector=SpriteNode('pzl:Green4')
self.connector.size=20,20
self.connector.z_position=-1
self.add_child(self.connector)
self.paths=[self.blue.position.x,self.blue.position.y,self.red.position.x,self.red.position.y]
scene_drawing.line(self.blue.position.x,self.blue.position.y,self.red.position.x,self.red.position.y)
#self.c_img=ShapeNode(self.connector,'#00ffff')
#self.add_child(c_img)
def did_change_size(self):
pass
def connector_update(self):
bx=self.blue.position.x
by=self.blue.position.y
rx=self.red.position.x
ry=self.red.position.y
p1, p2 = Point(bx, by), Point(rx, ry)
p3=p1.midpoint(p2)
p3length=p1.distance(p2)
#print(p3length)
self.connector.position=(p3.x,p3.y)
deltax=bx-rx
deltay=by-ry
self.connector.rotation=atan2(deltay,deltax)-4.7
sx,sy=self.connector.size
self.connector.size=sx,p3length
def nodes_update(self,n0de,touch):
#n0de.position=touch.location
if n0de.position.x>touch.location.x:
n0de.position.x-=self.speed
elif n0de.position.x <touch.location.x:
n0de.position.x+=self.speed
if n0de.position.y >touch.location.y:
n0de.position.y-=self.speed
elif n0de.position.y<touch.location.y:
n0de.position.y+=self.speed
def update(self):
self.connector_update()
def touch_began(self, touch):
if touch.location in self.blue.frame:
#self.blue.position=touch.location
self.m_blue=touch.touch_id
elif touch.location in self.red.frame:
#self.red.position=touch.location
self.m_red=touch.touch_id
def touch_moved(self, touch):
if self.m_blue==touch.touch_id:
#self.blue.position=touch.location
self.nodes_update(self.blue,touch)
if self.m_red==touch.touch_id:
#self.red.position=touch.location
self.nodes_update(self.red,touch)
def touch_ended(self, touch):
pass
if self.m_red==touch.touch_id:
self.m_red=None
if self.m_blue==touch.touch_id:
self.m_blue=None
if __name__ == '__main__':
run(MyScene(), show_fps=False)
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