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August 25, 2023 07:28
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vpython catcher
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import vpython as vp | |
import random | |
class Game: | |
player1 = None | |
player2 = None | |
fps = 30 # frames per second | |
dt = 1/fps # delta time in seconds | |
board_size = 10 | |
player_speed = 2 | |
player_max_height = 3 | |
max_balls = 3 | |
gravity = -0.2 | |
score1 = 0 | |
score2 = 0 | |
w = 1200 | |
h = 800 | |
dark = vp.vector(0.3,0.3,0.3) | |
light = vp.vector(0.8,0.8,0.8) | |
scene = vp.canvas(width=w, | |
height=h, | |
center=vp.vector(5,1,5), | |
background=vp.vector(0.5,0.5,0.5)) | |
class Player(vp.box): | |
def __init__(self, player_number): | |
if player_number == 1: | |
self.left_key = "a" | |
self.right_key = "d" | |
self.forward_key = "w" | |
self.backward_key = "s" | |
self.up_key = "q" | |
self.down_key = "e" | |
c = vp.color.blue | |
self.startpos = vp.vector(3,0.25,3) | |
if player_number == 2: | |
self.left_key = "j" | |
self.right_key = "l" | |
self.forward_key = "i" | |
self.backward_key = "k" | |
self.up_key = "u" | |
self.down_key = "o" | |
c = vp.color.yellow | |
self.startpos = vp.vector(7,0.25,7) | |
super().__init__(pos=self.startpos, color=c, | |
size=vp.vector(0.5,0.5,0.5)) | |
self.number = player_number | |
def update(self, delta_time): | |
move = vp.vector(0,0,0) | |
keys = vp.keysdown() | |
print(self.pos) | |
if self.forward_key in keys: | |
move += vp.vector(0,0,-1) | |
if self.backward_key in keys: | |
move += vp.vector(0,0,1) | |
if self.left_key in keys: | |
move += vp.vector(-1,0,0) | |
if self.right_key in keys: | |
move += vp.vector(1,0,0) | |
if self.up_key in keys: | |
move += vp.vector(0,1,0) | |
if self.down_key in keys: | |
move += vp.vector(0,-1,0) | |
# for obj in Game.scene.objects: | |
# print(obj, type(obj)) | |
# normalize the move vector | |
move = move.norm() | |
self.pos += move * Game.player_speed * delta_time | |
# stay on board | |
if self.pos.x < 1: | |
self.pos.x = 1 | |
if self.pos.z < 1: | |
self.pos.z = 1 | |
if self.pos.x > Game.board_size: | |
self.pos.x = Game.board_size | |
if self.pos.z > Game.board_size: | |
self.pos.z = Game.board_size | |
if self.pos.y < 0.25: | |
self.pos.y = 0.25 | |
if self.pos.y > Game.player_max_height: | |
self.pos.y = Game.player_max_height | |
class Coin(vp.cylinder): | |
coins = [] | |
def __init__(self, startpos): | |
p = vp.vector(startpos.x, startpos.y, startpos.z) | |
super().__init__(pos=p, | |
radius=0.2, | |
length=0.05, | |
color=vp.color.yellow) | |
self.move = vp.vector(random.uiform(-0.2,0.2), | |
1, | |
random.uiform(-0.2,0.2)) | |
self.speed = random.uniform(10,20) | |
self.coins.append(self) | |
def update(self, delta_time): | |
self.pos = self.move * delta_time * self.speed | |
self.move += vp.vector(0,Game.gravity,0) | |
if self.pos.y < 0: | |
self.visible = False | |
self.coins = [c for c in self.coins if c.visible] | |
class Ball(vp.sphere): | |
balls = [] | |
def __init__(self): | |
#balls = [] | |
#for object in Game.scene.objects: | |
# if object.__class__.__name__ == "Ball": | |
# Ball.balls.append(object) | |
#if len(self.balls) > Game.max_balls: | |
# return # everything is full already | |
# find empty start_position | |
start_position = self.find_empty_position() | |
#print(start_position) | |
# we now have a valid start position. let's create a new ball here | |
r = random.uniform(0.25,0.45) | |
super().__init__(pos=vp.vector(start_position.x, -r, start_position.z), | |
color=vp.vector(0, random.uniform(0.5,1),0), | |
radius=r) | |
self.age = 0 | |
self.durations = {"raising":random.uniform(0.5,1.5), | |
"alive":random.uniform(4,8), | |
"sinking":random.uniform(0.5,0.7), | |
"dead":random.uniform(2,12)} | |
self.state = "raising" | |
self.balls.append(self) | |
def update(self,delta_time): | |
self.age += delta_time | |
match self.state: | |
case "raising": | |
#self.pos.y = -self.radius + self.radius * self.age / self.durations["raising"] | |
self.pos.y += delta_time * self.radius/ self.durations["raising"] | |
if self.age > self.durations["raising"]: | |
self.state = "alive" | |
case "alive": | |
if self.age > self.durations["raising"] + self.durations["alive"]: | |
self.state = "sinking" | |
case "sinking": | |
#self.pos.y = -self.radius + self.radius * (1- self.age / (self.durations["raising"] + self.durations["alive"]+self.durations["sinking"])) | |
self.pos.y -= delta_time * self.radius / self.durations["sinking"] | |
if self.age > self.durations["raising"] + self.durations["alive"]+self.durations["sinking"]: | |
self.state = "dead" | |
#self.visible = False | |
self.pos.x = -1 | |
self.pos.z = -1 | |
case "dead": | |
if self.age > self.durations["raising"] + self.durations["alive"] + self.durations["sinking"] + self.durations["dead"]: | |
# create new | |
if self.pos.z > -100: | |
Ball() | |
self.pos.z = -100 | |
self.visible = False | |
# kill this one | |
#self.balls = [b for b in self.balls if b.visible] | |
self.balls = [] | |
for o in Game.scene.objects: | |
if o.__class__.__name__ == "Ball": | |
self.balls.append(o) | |
#print(self.balls) | |
def find_empty_position(self): | |
while True: | |
start_position = vp.vector(random.randint(1,Game.board_size), | |
0.25, | |
random.randint(1, Game.board_size)) | |
for b in self.balls: | |
if b.pos.x == start_position.x and b.pos.z == start_position.z: | |
continue # go back to start of the while loop | |
return start_position | |
# create 3 arrows for x,y,z axis | |
vp.arrow(axis=vp.vector(1,0,0), | |
color=vp.color.red) | |
vp.arrow(axis=vp.vector(0,1,0), | |
color=vp.color.green) | |
vp.arrow(axis=vp.vector(0,0,1), | |
color=vp.color.blue) | |
# create chessboard | |
i = 0 | |
for x in range(1,Game.board_size+1): | |
remainder = i%2 | |
for z in range(1,Game.board_size+1): | |
i += 1 | |
if i % 2 == 0: | |
board_color = Game.dark | |
else: | |
board_color = Game.light | |
vp.box(pos=vp.vector(x,-0.1,z), | |
size=vp.vector(1,0.2,1), | |
color=board_color) | |
if i%2 == remainder: | |
i+=1 | |
#Game.player1 = vp.box(pos=vp.vector(5,0.25,5), | |
# size=vp.vector(0.5,0.5,0.5), | |
# color=vp.color.green) | |
Game.player1 = Player(1) | |
Game.player2 = Player(2) | |
instruction_label = vp.label(pixel_pos=True, | |
align="center", | |
pos=vp.vector(Game.w/2, Game.h-30,0), | |
text="press w a s d keys to move. collect red balls", | |
height=16, | |
box=False, | |
color = vp.color.blue) | |
score_label1 = vp.label(pixel_pos=True, | |
align="left", | |
pos=vp.vector(10, Game.h-30,0), | |
text="Player1: 0", | |
height=24, | |
box=False, | |
color=vp.color.white) | |
score_label2 = vp.label(pixel_pos=True, | |
align="right", | |
pos=vp.vector(Game.w-10, Game.h-30,0), | |
text="Player2: 0", | |
height=24, | |
box=False, | |
color=vp.color.white) | |
#add_ball() | |
seconds = 0 | |
special = Ball() | |
Ball() | |
Ball() | |
while True: | |
vp.rate(Game.fps) | |
seconds += Game.dt | |
keys = vp.keysdown() | |
for p in (Game.player1, Game.player2): | |
p.update(Game.dt) | |
#for c in Coin.coins: | |
# c.update(Game.dt) | |
for b in Ball.balls: | |
#b.age += Game.dt | |
b.update(Game.dt) | |
hit = False | |
if vp.mag(Game.player1.pos - b.pos) < 0.5: | |
Game.score1 += 1 | |
hit = True | |
if vp.mag(Game.player2.pos - b.pos) < 0.5: | |
Game.score2 += 1 | |
hit = True | |
if hit: | |
#for _ in range(3): | |
# Coin(Game.player1.pos) | |
b.state = "dead" | |
b.pos.x = -1 | |
b.pos.z = -1 | |
b.pos.y = -1 | |
score_label1.text=f"Score: {Game.score1}" | |
score_label2.text=f"Score: {Game.score1}" | |
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