made vssg.py executable, converted line endings to unix
--HG-- branch : vssg
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parent
9ede2b5204
commit
88a70248b3
1 changed files with 126 additions and 124 deletions
250
vssg.py
250
vssg.py
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@ -1,124 +1,126 @@
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import pygame
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from pygame.locals import *
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import os
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import sys
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import math
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import random
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import starmap
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import starmap_gen
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pygame.init()
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def handle_keys(keys):
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global bounce, speed_player, trails, dir_player, color_player
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for key in keys:
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if key == K_b:
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bounce = not bounce
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elif key == K_q:
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sys.exit(0)
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elif key == K_c:
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color_player = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
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elif key == K_t:
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trails = not trails
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elif key == K_UP:
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speed_player += 0.01
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elif key == K_DOWN:
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speed_player -= 0.01
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elif key == K_LEFT:
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dir_player -= (math.pi / 180.0)
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elif key == K_RIGHT:
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dir_player += (math.pi / 180.0)
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def move(coords, dir, mag):
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return [coords[0] + (math.sin(dir) * mag), coords[1] - (math.cos(dir) * mag)]
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def limitdir(dir):
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while dir < 0:
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dir += math.pi*2.0
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while dir > math.pi*2.0:
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dir -= math.pi*2.0
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return dir
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def bouncedir(normal, dir):
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inv_normal = limitdir(normal + math.pi)
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return limitdir(normal + (inv_normal - dir))
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loc_player = [100.0,150.0]
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dir_player = math.pi * 0.80
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size = width, height = (800,600)
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scr = pygame.display.set_mode(size)
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#options
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color_player = (255,255,255)
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bounce = True
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speed_player = 5.0
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trails = False
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scr.fill((0,0,0))
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keys = []
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do_quit = False
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map = starmap_gen.starmap_generate()
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while True:
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events = pygame.event.get((KEYDOWN, KEYUP, QUIT))
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for ev in events:
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if ev.type == QUIT:
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do_quit = True
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break
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elif ev.type == KEYUP:
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try:
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del keys[keys.index(ev.key)]
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except IndexError:
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pass
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else:
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keys += [ev.key]
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if do_quit:
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break
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handle_keys(keys)
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pygame.event.pump()
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"""
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loc_new = move(loc_player, dir_player, speed_player)
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if loc_new[0] < 5:
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if not bounce:
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loc_new[0] = width-6
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else:
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dir_player = bouncedir(math.pi*0.5, dir_player)
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elif loc_new[1] < 5:
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if not bounce:
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loc_new[1] = height-6
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else:
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dir_player = bouncedir(math.pi, dir_player)
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elif loc_new[0] > width - 5:
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if not bounce:
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loc_new[0] = 6
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else:
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dir_player = bouncedir(math.pi*1.5, dir_player)
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elif loc_new[1] > height - 5:
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if not bounce:
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loc_new[1] = 6
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else:
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dir_player = bouncedir(0, dir_player)
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if bounce:
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loc_new = move(loc_player, dir_player, speed_player)
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if not trails:
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pygame.draw.circle(scr, (0,0,0), loc_player, 2, 1)
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pygame.draw.circle(scr, color_player, loc_new, 2, 1)
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loc_player = loc_new
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"""
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for star in map.get_all_stars():
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star.draw(scr)
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pygame.display.flip()
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#!/usr/bin/python
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import pygame
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from pygame.locals import *
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import os
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import sys
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import math
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import random
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import starmap
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import starmap_gen
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pygame.init()
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def handle_keys(keys):
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global bounce, speed_player, trails, dir_player, color_player
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for key in keys:
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if key == K_b:
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bounce = not bounce
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elif key == K_q:
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sys.exit(0)
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elif key == K_c:
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color_player = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
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elif key == K_t:
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trails = not trails
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elif key == K_UP:
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speed_player += 0.01
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elif key == K_DOWN:
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speed_player -= 0.01
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elif key == K_LEFT:
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dir_player -= (math.pi / 180.0)
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elif key == K_RIGHT:
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dir_player += (math.pi / 180.0)
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def move(coords, dir, mag):
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return [coords[0] + (math.sin(dir) * mag), coords[1] - (math.cos(dir) * mag)]
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def limitdir(dir):
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while dir < 0:
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dir += math.pi*2.0
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while dir > math.pi*2.0:
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dir -= math.pi*2.0
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return dir
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def bouncedir(normal, dir):
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inv_normal = limitdir(normal + math.pi)
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return limitdir(normal + (inv_normal - dir))
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loc_player = [100.0,150.0]
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dir_player = math.pi * 0.80
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size = width, height = (800,600)
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scr = pygame.display.set_mode(size)
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#options
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color_player = (255,255,255)
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bounce = True
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speed_player = 5.0
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trails = False
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scr.fill((0,0,0))
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keys = []
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do_quit = False
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map = starmap_gen.starmap_generate()
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while True:
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events = pygame.event.get((KEYDOWN, KEYUP, QUIT))
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for ev in events:
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if ev.type == QUIT:
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do_quit = True
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break
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elif ev.type == KEYUP:
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try:
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del keys[keys.index(ev.key)]
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except IndexError:
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pass
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else:
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keys += [ev.key]
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if do_quit:
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break
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handle_keys(keys)
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pygame.event.pump()
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"""
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loc_new = move(loc_player, dir_player, speed_player)
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if loc_new[0] < 5:
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if not bounce:
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loc_new[0] = width-6
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else:
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dir_player = bouncedir(math.pi*0.5, dir_player)
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elif loc_new[1] < 5:
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if not bounce:
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loc_new[1] = height-6
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else:
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dir_player = bouncedir(math.pi, dir_player)
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elif loc_new[0] > width - 5:
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if not bounce:
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loc_new[0] = 6
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else:
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dir_player = bouncedir(math.pi*1.5, dir_player)
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elif loc_new[1] > height - 5:
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if not bounce:
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loc_new[1] = 6
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else:
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dir_player = bouncedir(0, dir_player)
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if bounce:
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loc_new = move(loc_player, dir_player, speed_player)
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if not trails:
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pygame.draw.circle(scr, (0,0,0), loc_player, 2, 1)
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pygame.draw.circle(scr, color_player, loc_new, 2, 1)
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loc_player = loc_new
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"""
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for star in map.get_all_stars():
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star.draw(scr)
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pygame.display.flip()
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