Created
October 22, 2013 13:46
-
-
Save davepape/7101064 to your computer and use it in GitHub Desktop.
a sprite moving under keyboard control, with basic collision detection
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| import sys, time, math, random | |
| from pyglet.gl import * | |
| window = pyglet.window.Window() | |
| keys = pyglet.window.key.KeyStateHandler() | |
| window.push_handlers(keys) | |
| class BoundCircle: | |
| def __init__(self, center, radius): | |
| self.center = center | |
| self.radius = radius | |
| def distanceSquared(self,other): | |
| dx = self.center[0] - other.center[0] | |
| dy = self.center[1] - other.center[1] | |
| return dx*dx + dy*dy | |
| def distance(self,other): | |
| dx = self.center[0] - other.center[0] | |
| dy = self.center[1] - other.center[1] | |
| return math.sqrt(dx*dx + dy*dy) | |
| def containsPoint(self,point): | |
| dx = self.center[0] - point[0] | |
| dy = self.center[1] - point[1] | |
| return dx*dx + dy*dy < self.radius*self.radius | |
| def collidesCircle(self,other): | |
| d = self.distanceSquared(other) | |
| rsum = self.radius + other.radius | |
| return d <= rsum*rsum | |
| class Sprite: | |
| def __init__(self, width, height, pos, texture): | |
| self.width = width | |
| self.height = height | |
| self.pos = pos | |
| self.bound = BoundCircle(pos, max(width/2.0,height/2.0)) | |
| if isinstance(texture,pyglet.image.Texture): | |
| self.texture = texture | |
| else: | |
| self.texture = pyglet.image.load(texture).get_texture() | |
| self.vlist = pyglet.graphics.vertex_list(4, ('v2f',[-width/2.0,-height/2.0,width/2.0,-height/2.0,width/2.0,height/2.0,-width/2.0,height/2.0]), ('t2f', [0,0,1,0,1,1,0,1])) | |
| def update(self): | |
| self.bound.center = self.pos | |
| def draw(self): | |
| glPushMatrix() | |
| glTranslatef(self.pos[0], self.pos[1], 0) | |
| if self.texture: | |
| glEnable(GL_TEXTURE_2D) | |
| glBindTexture(GL_TEXTURE_2D, self.texture.id) | |
| glColor3f(1,1,1) | |
| glEnable(GL_BLEND) | |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) | |
| self.vlist.draw(GL_QUADS) | |
| glDisable(GL_BLEND) | |
| if self.texture: | |
| glDisable(GL_TEXTURE_2D) | |
| glPopMatrix() | |
| def collidesSprite(self,other): | |
| return self.bound.collidesCircle(other.bound) | |
| sprite1 = Sprite(100,75,[400,220],'house2.png') | |
| player = Sprite(50,50,[100,100],'mnv1_fr1.png') | |
| objects = [ player, sprite1 ] | |
| RED = 1 | |
| GREEN = 2 | |
| background = GREEN | |
| @window.event | |
| def on_draw(): | |
| global background, objects | |
| if background == RED: | |
| glClearColor(1, 0, 0, 0) | |
| else: | |
| glClearColor(0.2, 0.3, 0.1, 0) | |
| glClear(GL_COLOR_BUFFER_BIT) | |
| glLoadIdentity() | |
| for o in objects: | |
| o.draw() | |
| def update(dt): | |
| global background, objects, player, sprite1 | |
| if keys[pyglet.window.key.UP]: | |
| player.pos[1] += 5 | |
| elif keys[pyglet.window.key.DOWN]: | |
| player.pos[1] -= 5 | |
| elif keys[pyglet.window.key.LEFT]: | |
| player.pos[0] -= 5 | |
| elif keys[pyglet.window.key.RIGHT]: | |
| player.pos[0] += 5 | |
| for o in objects: | |
| o.update() | |
| if player.collidesSprite(sprite1): | |
| background = RED | |
| else: | |
| background = GREEN | |
| pyglet.clock.schedule_interval(update,1/60.0) | |
| pyglet.app.run() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment