Source code for xsge_path

# xSGE Path
# Copyright (c) 2014-2016 onpon4 <onpon4@riseup.net>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <http://www.gnu.org/licenses/>.

"""
xSGE is a collection of extensions for the SGE licensed under the GNU
General Public License.  They are designed to give additional features
to free/libre software games which aren't necessary, but are nice to
have.

xSGE extensions are not dependent on any particular SGE implementation.
They should work with any implementation that follows the specification.

This extension provides paths for the SGE.  Paths are used to make
objects move in a certain way.
"""

from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals

__version__ = "1.0.1"

import math

import sge


__all__ = ["Path"]


[docs]class Path(sge.dsp.Object): """ Class for paths: objects which define movement patterns for other objects. Paths are defined as a series of points for an object to follow. This class is derived from :class:`sge.dsp.Object` and inherits all of that class's attributes and methods. .. note:: :meth:`event_step` is used to implement path-following behavior. Keep this in mind if you derive a class from this one. .. attribute:: points A list of the points that make up the path relative to the position of the path in the room, excluding the first point. Each point should be a tuple in the form ``(x, y)``, where x is the horizontal location and y is the vertical location. The first point is always ``(0, 0)``, which is why it is not included in this list. """
[docs] def __init__(self, x, y, points=(), z=0, visible=False, tangible=False, **kwargs): """ Arguments set the respective initial attributes of the object. See the documentation for :class:`Path` for more information. ``x``, ``y``, ``z``, ``visible``, ``tangible``, and all arguments passed to ``kwargs`` are passed as the corresponding arguments to the constructor method of the parent class. """ super(Path, self).__init__( x, y, z=z, sprite=sprite, visible=visible, tangible=tangible, **kwargs) self.points = list(points) self.__objects = {}
[docs] def follow_start(self, obj, speed, accel=None, decel=None, loop=0): """ Cause ``obj`` to start following this path at the speed indicated by ``speed``. While path objects have a location within the room, this location has no bearing on how objects following the path move. Movement is determined relative to the location of the object following the path when it started, not the location of the path. By default, the object follows the path at a constant speed. If ``accel`` or ``decel`` is set to a value other than :const:`None`, the object will instead accelerate or decelerate, respectively, by that amount each frame on each segment of the path. ``loop`` indicates the number of times the object should follow the path after it does so the first time. For example, if set to ``2``, the object will follow the path a total of 3 times. Set to :const:`None` to loop indefinitely. """ self.__objects[id(obj)] = [obj, speed, accel, decel, obj.x, obj.y, loop, 0]
[docs] def follow_stop(self, obj): """Cause ``obj`` to stop following this path.""" i = id(obj) if i in self.__objects: del self.__objects[i]
[docs] def event_follow_end(self, obj): """ Called when an object, indicated by ``obj``, finishes following the path. """ pass
def event_step(self, time_passed, delta_mult): for i in list(self.__objects.keys()): (obj, speed, accel, decel, start_x, start_y, loop, dest) = self.__objects[i] dp = self.points[dest] dx = dp[0] + start_x dy = dp[1] + start_y if (delta_mult and math.hypot(dx - obj.x, dy - obj.y) / delta_mult < obj.speed): dest += 1 obj.speed = 0 obj.move_x(dx - obj.x) obj.move_y(dy - obj.y) if dest < len(self.points): dp = self.points[dest] dx = dp[0] + start_x dy = dp[1] + start_y xdist = dx - obj.x ydist = dy - obj.y dist = math.hypot(xdist, ydist) md = math.atan2(ydist, xdist) deceling = False if decel: decel_dist = (obj.speed ** 2) / (2 * decel) if dist <= decel_dist: obj.xdeceleration = -(decel * math.cos(md)) obj.ydeceleration = -(decel * math.sin(md)) deceling = True else: obj.xdeceleration = 0 obj.ydeceleration = 0 else: obj.xdeceleration = 0 obj.ydeceleration = 0 if not deceling: if accel and obj.speed < speed: obj.xacceleration = accel * math.cos(md) obj.yacceleration = accel * math.sin(md) else: obj.speed = speed obj.move_direction = math.degrees(md) obj.xacceleration = 0 obj.yacceleration = 0 else: obj.xacceleration = 0 obj.yacceleration = 0 self.__objects[i] = [obj, speed, accel, decel, start_x, start_y, loop, dest] else: self.follow_stop(obj) if loop is None: self.follow_start(obj, speed, accel, decel, None) elif loop > 0: self.follow_start(obj, speed, accel, decel, loop - 1) else: self.event_follow_end(obj)