Created
November 8, 2012 18:05
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Mini Shooter Game for Pythonista (iOS)
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from scene import * | |
import sound | |
class MyScene (Scene): | |
def setup(self): | |
# This will be called before the first frame is drawn. | |
self.root_layer = Layer(self.bounds) | |
self.bullets = {} | |
#wip | |
tint1 = Color(0.8, 0.9, 1) | |
tint2 = Color(1, 0.9, 0.8) | |
tint3 = Color(0.85, 1, 0.85) | |
self.player1 = self.Player(self) | |
self.player1.move(self.bounds.w / 2, 96) | |
self.player1.layer.tint = tint1 #wip | |
self.player2 = self.Player(self) | |
self.player2.move(self.bounds.w / 2, self.bounds.h - 96) | |
self.player2.layer.scale_y = -1 | |
self.player2.layer.tint = tint2 #wip | |
self.enemy = self.Player(self) | |
self.enemy.move(self.bounds.w / 2, self.bounds.h / 2) | |
self.enemy.layer.tint = tint3 | |
self.movepad1 = self.Movepad(self, self.player1) | |
self.movepad1.move(96, 96) | |
self.firepad1 = self.Firepad(self, self.player1) | |
self.firepad1.move(self.bounds.w - 96, 96) | |
self.movepad1.layer.tint, self.firepad1.layer.tint = tint1, tint1 #wip | |
self.movepad2 = self.Movepad(self, self.player2) | |
self.movepad2.move(self.bounds.w - 96, self.bounds.h - 96) | |
self.firepad2 = self.Firepad(self, self.player2) | |
self.firepad2.move(96, self.bounds.h - 96) | |
self.movepad2.layer.tint, self.firepad2.layer.tint = tint2, tint2 #wip | |
def draw(self): | |
# Update and draw our root layer. For a layer-based scene, this | |
# is usually all you have to do in the draw method. | |
background(0, 0, 0) | |
self.movepad1.step(self.dt, self, self.touches) | |
self.firepad1.step(self.dt, self, self.touches) | |
self.movepad2.step(self.dt, self, self.touches) | |
self.firepad2.step(self.dt, self, self.touches) | |
for bullet in self.bullets.keys(): | |
bullet.update(self.dt, self) | |
self.root_layer.update(self.dt) | |
self.root_layer.draw() | |
class Movepad: | |
def __init__(self, scene, player, rest = 0.4, speed = 300): | |
self.player = player | |
self.rest = rest | |
self.speed = speed | |
self.layer = Layer(Rect(0, 0, 192, 192)) | |
#self.layer.background = Color(0.80, 0.80, 0.80, 0.5) | |
self.layer.image = 'Typicons192_Move' | |
scene.root_layer.add_layer(self.layer) | |
def move(self, x, y): | |
self.layer.frame.center(x, y) | |
def step(self, dt, scene, touches): | |
frame = self.layer.frame | |
for touch in touches.values(): | |
if touch.location in frame: | |
self.update(dt, scene, touch.location) | |
def update(self, dt, scene, location): | |
pad = self.layer.frame | |
movement = self.speed * dt | |
if location.x < pad.x + pad.w * self.rest: | |
self.player.translate(scene, -movement, 0) | |
elif location.x > pad.x + pad.w * (1 - self.rest): | |
self.player.translate(scene, movement, 0) | |
if location.y < pad.y + pad.h * self.rest: | |
self.player.translate(scene, 0, -movement) | |
elif location.y > pad.y + pad.h * (1 - self.rest): | |
self.player.translate(scene, 0, movement) | |
# wip: enemy movement here | |
class Firepad: | |
def __init__(self, scene, player, rest = 0.2): | |
self.player = player | |
self.rest = rest | |
self.cooldown = 0 | |
self.layer = Layer(Rect(0, 0, 192, 192)) | |
#self.layer.background = Color(0.80, 0.80, 0.80, 0.5) | |
self.layer.image = 'Typicons192_Relocate' | |
scene.root_layer.add_layer(self.layer) | |
def move(self, x, y): | |
self.layer.frame.center(x, y) | |
def step(self, dt, scene, touches): | |
frame = self.layer.frame | |
for touch in touches.values(): | |
if touch.location in frame: | |
self.update(dt, scene, touch.location) | |
def update(self, dt, scene, location): | |
self.cooldown -= dt | |
if self.cooldown >= 0: | |
return | |
self.cooldown = 0.5 | |
frame = self.layer.frame | |
center = frame.center() | |
x, y = location.x - center.x, location.y - center.y | |
distance = location.distance(center) | |
if distance < frame.w * 0.5 * self.rest: # insignificant distance | |
return | |
direction = Point(x / distance, y / distance) | |
start = self.player.layer.frame.center() | |
self.player.shoot(scene, start, direction) | |
class Player: | |
def __init__(self, scene): | |
self.health = 12 | |
self.images = {12: 'Clock_12', | |
11: 'Clock_11', | |
10: 'Clock_10', | |
9: 'Clock_9', | |
8: 'Clock_8', | |
7: 'Clock_7', | |
6: 'Clock_6', | |
5: 'Clock_5', | |
4: 'Clock_4', | |
3: 'Clock_3', | |
2: 'Clock_2', | |
1: 'Clock_1'} | |
self.layer = Layer(Rect(0, 0, 96, 96)) | |
self.layer.image = self.images[self.health] | |
scene.root_layer.add_layer(self.layer) | |
sound.load_effect('Clank') | |
def move(self, x, y): | |
self.layer.frame.center(x, y) | |
def translate(self, scene, x, y): | |
if self.health <= 0: | |
return | |
frame = self.layer.frame | |
if Rect(frame.x + x, frame.y + y, frame.w, frame.h) in scene.bounds: | |
frame.x += x | |
frame.y += y | |
def shoot(self, scene, start, direction): | |
if self.health <= 0: | |
return | |
layer = Layer(Rect(0, 0, 48, 48)) | |
layer.image = 'Typicons48_Cog' | |
scene.root_layer.add_layer(layer) | |
start = Point(start.x + direction.x * 60, start.y + direction.y * 60) | |
bullet = scene.Bullet(start, layer, direction) | |
bullet.layer.tint = self.layer.tint #wip | |
scene.bullets[bullet] = True | |
sound.play_effect('Clank') | |
def hit(self): | |
self.health -= 1 | |
if self.health <= 0: | |
self.layer.image = 'Skull' | |
if self.health == 0: | |
sound.play_effect('Explosion_5') | |
return | |
self.layer.image = self.images[self.health] | |
sound.play_effect('Hit_2') | |
class Bullet: | |
def __init__(self, start, layer, direction): | |
self.start = start | |
self.layer = layer | |
self.direction = direction | |
self.lifetime = 0 | |
layer.frame.center(start) | |
def update(self, dt, scene): | |
self.lifetime += dt | |
if self.lifetime > 1: | |
self.remove(scene) | |
return | |
movement = 500 * dt | |
self.layer.frame.x += self.direction.x * movement | |
self.layer.frame.y += self.direction.y * movement | |
radius = 55 | |
if self.layer.frame.center().distance(scene.player1.layer.frame.center()) < radius: | |
scene.player1.hit() | |
self.remove(scene) | |
if self.layer.frame.center().distance(scene.player2.layer.frame.center()) < radius: | |
scene.player2.hit() | |
self.remove(scene) | |
if self.layer.frame.center().distance(scene.enemy.layer.frame.center()) < radius: | |
scene.enemy.hit() | |
self.remove(scene) | |
def remove(self, scene): | |
self.layer.remove_layer() | |
del scene.bullets[self] | |
run(MyScene()) | |
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