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classes.py
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from ursina import *
import random
from utils import collide
from story import new_story
# normal, top-down, PointLight, normal, super
# Light,DirectionalLight,PointLight,AmbientLight,SpotLight
class Lighting(PointLight):
def __init__(self, parent, position, color_, rotation):
super().__init__(
parent=parent,
position=position,
rotation=rotation,
shadows=True,
color=color_
)
class CheckPoint(Entity):
checkpoints = []
car = None
lastpoint = 0
def __init__(self, model, clr, position, scale):
super().__init__(model=model,
color=clr,
position=position,
scale=scale,
double_sided=True,
collider='cube'
)
self.checkpoints.append(self)
self.light = Entity(model='cube', position=position, scale = 25, color=color.rgba(64,64,0,64))
self.getby = round(time.time() + distance(self.car, self))
def is_cleared(self, ignore_list):
touching = boxcast(
self.position,
direction=self.up,
distance=5,
thickness=(20, 20),
traverse_target=scene,
ignore=ignore_list,
debug=False).entities
less_touching = [e for e in touching if 'player_car' in e.name]
if len(less_touching) == 1:
self.lastpoint = (self.getby - time.time())
if self.lastpoint < 0:
self.lastpoint = 0
CheckPoint.spawn_new()
self.checkpoints.remove(self)
destroy(self.light, delay=0)
destroy(self, delay=0)
return True
@classmethod
def init_car(cls, car):
cls.car = car
@classmethod
def init_light(cls, light):
cls.light = light
@classmethod
def spawn_new(cls):
cls('cube',
color.rgba(0,0,0,0),
(random.randint(-250,250),
0,
random.randint(-250,250)),
(28,28,28)
)
cls.light.position = cls.checkpoints[0].position
# cls.light.position = cls.checkpoints[0].position+Vec3(0, 20, 0)
''' for x in range(15):
z = random.random() * 3
Obstacle(color.rgba((35*z), (20*z), (20*z)),
scale = (random.uniform(3, 8),
random.uniform(3, 25),
random.uniform(3, 8)))
'''
class Obstacle(Entity):
obstacles = []
car = None
def __init__(self, color, scale):
super().__init__(model='cube',
color=color,
position=(0, 0, 0),
scale=scale,
collider='cube'
)
self.get_position()
self.obstacles.append(self)
def get_position(self):
MAXMAP = 120
while True:
self.position = Vec3(random.randint(-MAXMAP, MAXMAP), (self.scale[1] // 2) - .5,
random.randint(-MAXMAP, MAXMAP))
if distance(self.position, self.car) > 20:
break
@classmethod
def init_car(cls, car):
cls.car = car
@classmethod
def shuffle(cls):
for obstacle in cls.obstacles:
obstacle.get_position()
@classmethod
def clear_all(cls):
while cls.obstacles:
cls.obstacles[-1].enabled = False
destroy(cls.obstacles.pop(), delay=0)
class TheCar:
BOUNDS = (120, 120)
MAXSPEED = 1
def __init__(self, ent):
self.ent = ent
self._speed = 0
self._steering = 0
self._hp = 100
self.score = 0
self.paused = True
self.new_game = True
self.audio_list = []
self.lights = False
self.light_time = 100
self.story_time = time.time() + 10
self.story = new_story()
@property
def hp(self):
return self._hp if self._hp > 0 else 0
@hp.setter
def hp(self, x):
if x == None:
self._hp = 100
else:
self._hp = x
@property
def speed(self):
return self._speed
@speed.setter
def speed(self, x):
if x == None:
self._speed = 0
if x == 0:
self._speed *= .994
if abs(self._speed) < .001:
self._speed = 0
elif x == 1:
self._speed += time.dt * .1
if self._speed < .33:
self._speed += time.dt * .05
if self._speed < .1:
self._speed += time.dt * .05
if self._speed < 0:
self._speed += time.dt * .1
if self._speed > self.MAXSPEED:
self._speed = self.MAXSPEED
elif x == -1:
self._speed -= time.dt * .1
if self._speed > 0:
self._speed -= time.dt * .15
if self._speed > .5:
self._speed -= time.dt * .2
if self._speed < -self.MAXSPEED:
self._speed = -self.MAXSPEED
@property
def steering(self):
return self._steering
@steering.setter
def steering(self, x):
if x == None:
self._steering *= .8
if abs(self.steering < 2):
self._steering = 0
if x == 0:
self._steering *= .92
if abs(self._steering) < 2:
self._steering = 0
if x == 1:
self._steering += 2
if self._steering < -40:
self._steering += 6
if self._steering < 0:
self._steering += 4
if self._steering > 100:
self._steering = 100
if x == -1:
self._steering -= 2
if self._steering > 40:
self._steering -= 6
if self._steering > 0:
self._steering -= 4
if self._steering < -100:
self._steering = -100
def move(self, ignore_list):
if self.speed > 0:
if collide(self.ent.position, self.ent.forward, 2.5, ignore_list, self._speed):
speed = self.speed
if self.lights:
self.hp -= self.speed * 20
self.light_time -= self.speed * 40
else:
self.hp -= self.speed * 40
self.speed = None
return speed
if self.speed < 0:
if collide(self.ent.position, self.ent.back, 2.3, ignore_list, self._speed):
speed = self.speed
if self.lights:
self.hp -= abs(self.speed) * 20
self.light_time -= abs(self.speed) * 40
else:
self.hp -= abs(self.speed) * 40
self.speed = None
return -speed
self.ent.position += self.ent.forward * self.speed
return 0
def pause(self):
self.paused = not self.paused
def rotate(self):
if self.steering > 0:
offset = 1
elif self.steering < 0:
offset = -1
else:
offset = 0
if abs(self.speed) > 0.01:
reverse_multiplier = 1
if self.speed < 0:
reverse_multiplier = -1
self.ent.rotation += Vec3(0, (self.steering * time.dt + (abs(self.speed) * offset)) * reverse_multiplier, 0)
def w(self):
self.speed = 1
def s(self):
self.speed = -1
def a(self):
self.steering = -1
def d(self):
self.steering = 1
def brake(self, coasting):
self._speed *= .99
if not coasting:
self._speed -= (1 - self.speed) * time.dt
if self._speed < .01:
self._speed = 0
class Arrow(Entity):
def __init__(self):
super().__init__(model='assets/models/arrow',
color=color.rgba(70, 40, 40, 200))