- Omega -
omega.py — text/python-source, 41 KB (42862 bytes)
Dateiinhalt
# -*- coding: utf-8 -*- from visual import * from random import* from threading import Thread scene.x = 0 # Fensterpos v. links scene.y = 0 # Fensterpos v. oben scene.height= 1050 # Fensterhöhe scene.width = 1280 # Fensterbreite scene.range = (-12,1,1) # Abstand scene.center = (175,10,10) # Festlegung Blickziel scene.userspin = False # Blickwechsel abgeschaltet scene.userzoom = False # Benutzerzoom abgeschaltet scene.fov = 1.6 # Kamerawinkel scene.background = (0.8,0.85,1) # Farbe Hintergrund scene.stereodepth = 2 # Stereotiefe scene.fullscreen = True # Vollbildmodus kakteen_zahl = 20 # Konstante: Anzahl der Kakteen raumschiff_zahl = 5 # Konstante: Anzahl der Raumschiffe raumschiffe = [] kakteen_zahl = 20 # Konstante: Anzahl der Kakteen raumschiff_zahl = 3 # Konstsnte: Anzahl der Raumschiffe gegner_zahl = 10 # Konstante: Anzahl der Gegner raumschiffe = [] shootTimer = 1.0 playercolor = 0.01 # Spieler class ego(frame): def __init__(self): frame.__init__(self) #ArmRechts: self.OberarmRechts = cylinder (frame = self, pos = (-11.7, 5.8, 0), radius = (0.7), color = color.white, axis = (0,-2.5,0)) self.EllbogenRechts = sphere (frame = self, pos = (-11.7, 3.3, 0), radius = (0.7)) self.UnterArmRechts = cylinder (frame = self, pos = (-11.7, 3.3,0), radius = (0.7), axis = (1, 0, 3)) self.HandRechts = sphere (frame = self, pos = (-10.7, 3.3, 3), radius = (0.72)) #ArmLinks: self.OberarmLinks = cylinder(frame = self, pos = (-8.4, 5.8, 0), radius = (0.7), color = color.white, axis = (-1.5,-2.5,4)) self.HandLinks = sphere (frame = self, pos = (-9.9, 3.3, 4), radius = (0.72)) #Waffe self.WAFFE = cylinder (frame = self, pos = (-11.4, 4, -1), axis = (1.3, 1.5,7), radius = 0.4, color = color.black, opacity = (1)) self.WAFFENLAUF = cylinder (frame = self, pos = (-11.4, 3.5, -1),axis =(1.3, 1.5, 7), radius = 0.4, color = color.black, opacity = (01)) self.Waffenlaser = ring (frame = self, pos = (-10.1,5.4,6), axis = (1.3, 1.5, 7), radius = 0.4) self.Waffenkugel = sphere (frame = self, pos = (-10.1, 5.4, 6), radius= 0.2, color= color.red) self.Waffengriffhinten = cylinder (frame = self, pos =(-10.6, 5.1, 3), radius = (0.3),axis = (0,-2.7,0), color = color.black) self.Waffengriffvorne = cylinder (frame = self, pos =(-10.5, 3.9, 4), length = (2), radius = (0.3),axis = (0.2, 0.3, 1), color = color.black) self.visier = ring (frame = self, pos = (-10.3,5.9,5), axis = (1.3, 1.5, 7), radius = 0.3, color = color.black) #Koerper self.kopf = sphere(frame = self, pos = (-10, 10,0), radius = (2.5),opacity = (1)) self.haare = sphere(frame = self, pos = (-10, 10.1,-0.1), radius = (2.5), color= color.black, opacity = (1)) self.rechtesA = sphere (frame = self, pos = (-11,11,2.2), radius = (0.3), color = color.black) self.linkesA = sphere (frame = self, pos = (-9,11,2.2), radius = (0.3), color = color.black) self.Mund = ring (frame = self, pos =(-10,9.3,2.1), radius = (0.8), color = color.red, axis= (0,0,1)) self.Tshirt = cylinder(frame = self, pos = (-10, 2.5,0), radius = 1.2, color = (0.3,0.6,1), axis = (0,5,0)) self.Guertel = ring(frame = self, pos = (-10, 2.5, 0), radius = 1, axis = (0,1,0), color = color.black, thickness = 0.3) self.SchulterRechts = sphere(frame = self, pos =(-11.3, 6.1, 0), radius = 1.2, color = (0.3,0.6,1) ) self.SchulterLinks = sphere(frame = self, pos =(-8.7, 6, 0), radius = 1.2, color = (0.3,0.6,1), axis = (0,1.5,0)) self.hueftelinks = sphere(frame = self, pos =(-11.3, 0.5, 0), radius = 1.2, color = color.blue) self.huefterechts = sphere(frame = self, pos =(-8.7, 0.5, 0), radius = 1.2, color = color.blue, axis = (0,1.5,0)) self.Hosenbund = cylinder(frame = self, pos = (-10,1,0), radius = 1.2, color = color.blue, axis = (0,1.5,0)) self.HoseRechts = cylinder(frame = self, pos =(-11.3,0.5,0), axis = (0,-1.5,0), radius = 1.2, color = color.blue) self.HoseLinks = cylinder(frame = self, pos =(-8.7,0.5,0), axis = (0,-1.5,0), radius = 1.2, color = color.blue) self.BreinRechts = cylinder(frame = self, pos =(-11.3,-0.7,0), axis = (0,-4,0), radius = 1.1, color = color.white) self.BreinLinks = cylinder(frame = self, pos =(-8.7,-0.7,0), axis = (0,-4,0), radius = 1.1, color = color.white) self.Rucksack = box(frame = self, pos = (-10, 5.7, -1.2), color = color.black, length = 1.6, height = 2.2) self.ArmLinks = cylinder(frame = self, pos =(8.7,0.5,0), axis = (0,0,0), radius = 1.2, color = color.red) self.p1 = box (frame = self,pos = (0, 5.5,-5), color = color.red, opacity = 0.0, height = 2, width = .01, length = 20) self.p2 = box (frame = self,pos = (0, 14.5,-5), color = color.red, opacity = 0.0, height = 2, width = .01, length = 20) self.p3 = box (frame = self,pos = (6, 7.5,-5), color = color.red, opacity = 0.0, height = 20, width = .01, length = 2) self.p4 = box (frame = self,pos = (-6, 7.5,-5), color = color.red, opacity = 0.0, height = 20, width = .01, length = 2) #Listeneintrag """Kugelx =self.Waffenkugel.pos.x Kugely =self.Waffenkugel.pos.y Kugelz =self.Waffenkugel.pos.z liste.append( self.Waffenkugel.pos.x) liste.append( self.Waffenkugel.pos.y) liste.append( self.Waffenkugel.pos.z)""" #self.kugel = sphere (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self) #self.kugel.visible = False self.b = box (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self, axis = (1,1,1), length = 1, width = 1, height = 1) self.b2 = box (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self,axis = (1,2,1), length = 1, width = 1, height = 1) self.b3 = box (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self, axis = (2,1,0.1), length = 1, width = 1, height = 1) self.b4 = box (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self, axis = (0.1,0.7,0.1), length = 1, width = 1, height = 1) self.b5 = box (pos =(self.pos.x-10, self.pos.y+5.3, self.pos.z+6.3), color = color.yellow, opacity = 0.7, frame=self, axis = (1.8,0.5,0.1), length = 1, width = 1, height = 1) self.b.visible = False self.b2.visible = False self.b3.visible = False self.b4.visible = False self.b5.visible = False self.life = 100 #Spieler erzeugen player = ego() """class Kick(Thread): def __init__(self): Thread.__init__(self) def run (self): while True: rate (50) if player.BreinLinks.color == color.white: player.BreinLinks.axis.z = player.BreinLinks.axis.z +0.4 player.BreinLinks.axis.y = player.BreinLinks.axis.y +0.4 #e1.BreinLinks.axis.x = e1.BreinLinks.axis.x +0.4 #e1.HoseLinks.axis.z = e1.HoseLinks.axis.z +0.4 #e1.HoseLinks.axis.y = e1.HoseLinks.axis.y +0.4 if player.BreinLinks.axis.z >= 05: player.BreinLinks.color = color.red #print ("LALALALALAL") break""" class Sprung(Thread): def __init__(self): Thread.__init__(self) def run (self): while True: rate (50) if player.pos.y < 10: print (player.pos) player.pos = player.pos +(0,0.4,0) print (player.pos.y) if player.pos.y >= 10: while True: rate (50) if player.BreinLinks.color == color.white: player.BreinLinks.axis.z = player.BreinLinks.axis.z +0.4 player.BreinLinks.axis.y = player.BreinLinks.axis.y +0.4 #e1.BreinLinks.axis.x = e1.BreinLinks.axis.x +0.4 #e1.HoseLinks.axis.z = e1.HoseLinks.axis.z +0.4 #e1.HoseLinks.axis.y = e1.HoseLinks.axis.y +0.4 if player.BreinLinks.axis.z >= 05: player.BreinLinks.color = color.red #print ("LALALALALAL") break elif player.BreinLinks.color == color.red: while True: rate (50) if player.pos.y >= 0: player.BreinLinks.axis.y = player.BreinLinks.axis.y-0.26 print (player.pos) player.pos = player.pos +(0,-0.4,0) player.color = color.white player.BreinLinks.color = color.white class raumschiff(Thread, frame): # Raumschiffe def __init__(self,x,y,z): Thread.__init__(self) frame.__init__(self) self.raum = ellipsoid(pos=(x,y,z), color=color.black, length=70, height=20, width=70, material=materials.plastic, frame=self) self.raums = sphere(pos=(x,y+10,z), radius=20, opacity=.4, color=color.blue, material=materials.plastic, frame=self) self.raump1 = sphere(pos=(x+25,y+5,z), radius=5, frame=self) self.raump2 = sphere(pos=(x,y+5,z+25), radius=5, frame=self) self.raump3 = sphere(pos=(x,y+5,z-25), radius=5, frame=self) self.raump4 = sphere(pos=(x-25,y+5,z), radius=5, frame=self) self.raump5 = sphere(pos=(x+18,y+5,z+18), radius=5, frame=self) self.raump6 = sphere(pos=(x+18,y+5,z-18), radius=5, frame=self) self.raump7 = sphere(pos=(x-18,y+5,z+18), radius=5, frame=self) self.raump8 = sphere(pos=(x-18,y+5,z-18), radius=5, frame=self) self.raumpk1 = sphere(pos=(x+25,y+9,z), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk2 = sphere(pos=(x,y+9,z+25), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk3 = sphere(pos=(x,y+9,z-25), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk4 = sphere(pos=(x-25,y+9,z), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk5 = sphere(pos=(x+18,y+9,z+18), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk6 = sphere(pos=(x+18,y+9,z-18), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk7 = sphere(pos=(x-18,y+9,z+18), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.raumpk8 = sphere(pos=(x-18,y+9,z-18), radius=2, color=color.yellow, material=materials.plastic, frame=self) self.rauma = ellipsoid(pos=(x,y-10,z), color=color.red, length=30, width=30, height=5, frame=self) self.raumss = sphere(pos=(x,y,z), radius=45, color=color.green, opacity=.1, material=materials.plastic, frame=self) self.winkel = 2 def run(self): "Thread starten" while True: rate(50) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(0,1,0)) class kaktus(Thread, frame): # Kakteen def __init__(self,x,z,axis=(0,1,0)): frame.__init__(self) Thread.__init__(self) self.ht = cylinder(length=20, color=color.green, radius=2, axis=(0,1,0), pos=(x,0,z), frame=self) self.o1 = sphere(pos=(x,20,z), radius=2, color=color.green, frame=self) self.m1 = cylinder(length=6, color=color.green, radius=1.5, pos=(x,8,z), frame=self) self.m2 = cylinder(length=6, color=color.green, radius=1.5, pos=(x-6,10,z), frame=self) self.m3 = cylinder(length=5, color=color.green, radius=1.5, pos=(x,9,z-5), axis=(0,0,1), frame=self) self.m4 = cylinder(length=6, color=color.green, radius=1.5, pos=(x,7,z), axis=(0,0,1), frame=self) self.k1 = sphere(pos=((x+6),8,z), color=color.green, radius=1.5, frame=self) self.k2 = sphere(pos=((x-6),10,z), color=color.green, radius=1.5, frame=self) self.a1 = cylinder(pos=((x+6),8,z), color=color.green, radius=1.5, length=7, axis=(0,1,0), frame=self) self.k3 = sphere(pos=((x+6),15,z), color=color.green, radius=1.5, frame=self) #self.d1 = cylinder(pos=(x,0,z), radius=10, length=22, axis=(0,1,0), opacity=.1, frame=self) self.k4 = sphere(pos=(x,9,z-5), color=color.green, radius=1.5, frame=self) self.k5 = sphere(pos=(x,7,z+6), color=color.green, radius=1.5, frame=self) self.a2 = cylinder(length=5, color=color.green, radius=1.5, pos=(x,9,z-5), axis=(0,1,0), frame=self) self.k6 = sphere(pos=(x,14,z-5), color=color.green, radius=1.5, frame=self) self.o2 = sphere(pos=(x,21,z), color=color.red, radius=1.5, frame=self) self.pos=(x,0,z) def drehen(self): self.rotate(axis=(0,1,0), angle=random()*2*pi) def run(self): "Thread starten" while True: rate(50) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(player.kopf.pos.x, player.kopf.pos.z)) if ((v1 - v2)**2)**0.5 < 10: #self.o2.visible = False #del self.o2 player.kopf.color = color.red # Wüstenlandschaft boden = box(pos=(175,-1,175), width=350, height=1, length=350, color=color.white, material=materials.wood) wand1 = box(pos=(350,24,175), width=350, height=50, length=1, color=(.9,.6,.2)) wand2 = box(pos=(0,24,175), width=350, height=50, length=1, color=(.9,.6,.2)) wand3 = box(pos=(175,24,350), width=1, height=50, length=350, color=(.9,.6,.2)) wand4 = box(pos=(175,24,0), width=1, height=50, length=350, color=(.9,.6,.2)) sonne = sphere(pos=(325,250,325), color=color.yellow, radius=50, opacity=.5, material=materials.plastic) #Raumschiffe werden erzeugt for j in range(raumschiff_zahl): r1 = raumschiff(((random()*350)-175),((random()*50)+100),((random()*350)-175)) r1.start() raumschiffe.append(r1) # Kakteenliste liste=[] # Zufallskakteen k = kaktus(87.5,87.5) k.start() liste.append(k) while len(liste) < kakteen_zahl: k1 = kaktus((random()*150)+12.5,(random()*150)+12.5) k1.start() liste.append(k1) for i in liste[:-1]: if mag(i.pos - liste[-1].pos)<20: liste[-1].visible=False del liste[-1] break class enemy(Thread, frame): def __init__(self, x, z, lives = 10, axis=(0,1,0), sx = 1, sz = 1): Thread.__init__(self) frame.__init__(self, pos = (x, 0, z)) self.x = x self.z = z self.kopf = sphere(frame = self, pos = (self.x,10, self.z), radius = (3), color = color.white) self.kbody = sphere(frame = self, pos = (self.x, 5, self.z), radius =(4)) self.zbody = cylinder(frame = self, pos= (self.x, 0, self.z), axis= (0,5,0), radius = (4)) self.Ring1 = ring(frame = self, pos = (self.x,5,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Ring2 = ring(frame = self, pos = (self.x,0,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Ring3 = ring(frame = self, pos = (self.x,1,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Ring4 = ring(frame = self, pos = (self.x,2,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Ring5 = ring(frame = self, pos = (self.x,3,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Ring6 = ring(frame = self, pos = (self.x,4,self.z), radius= (4), axis = (0,1,0), color = color.black, thickness = (0.1)) self.Scheibe = cylinder (frame = self, pos = (self.x,-4,self.z), radius = (4), axis = (0,0.1,0), color = color.red) # Scheibe self.RechterArm = cylinder (frame = self, pos = (self.x-3, 6, self.z), axis = (0,0,6.5)) self.LinkerArm = cylinder (frame = self, pos = (self.x+3, 6, self.z), axis = (0,0,6.5)) self.rechteSchulter = sphere (frame = self, pos = (self.x-1.7, 5.3, self.z), radius = (2.9)) self.linkeSchulter = sphere (frame = self, pos = (self.x+1.7, 5.3, self.z), radius = (2.9)) self.rechteHand = sphere (frame = self, pos = (self.x+3,6,self.z+6.4), radius = (1.3)) self.rechteHand = sphere (frame = self, pos = (self.x-3,6,self.z+6.4), radius = (1.3)) self.rechtesA = sphere (frame = self, pos = (self.x+1.3,11,self.z+2.6), radius = (0.3), color = color.red) self.linkesA = sphere (frame = self, pos = (self.x-1.3,11,self.z+2.6), radius = (0.3), color = color.red) self.speer = arrow (frame = self, pos = (self.x+3, 2.4, self.z+6.4), color= color.black, axis =(0,11,0), shaftwidth = 0.6, material = materials.rough) self.Mund = ellipsoid(frame = self, pos=(self.x+0,9.4,self.z+3),length=3, height=1, width=1, color =(0.8,0.3,0.4)) self.winkel = 1 self.speedx = sx self.speedz = sz self.shots = [] self.chasingPlayer = false self.lives = lives self.anzeige = label(pos=(x,12,z), \ box=False, line=False, yoffset=50, height=10, text="Feind") def run(self): "Thread starten" while len(self.shots)<self.lives+1: rate(50) # Rotation um y-Achse durch Mittelpunkt #self.rotate(angle=radians(self.winkel), axis=(0,1,0)) self.x += self.speedx self.z += self.speedz if (((self.speedx)**2)**.5 < 0.1 and ((self.speedz)**2)**.5 < 0.1): self.speedx = random()*2-1 self.speedz = random()*2-1 self.colControl() #print "X: ", self.x, "Z: ", self.z """if (self.colControl()): szOld = self.speedz if (self.speedx != 0.0 and self.speedz != 0.0): self.speedz = ((self.speedx**4+self.speedx**2*self.speedz**2)/(self.speedz**2+self.speedx**2))**.5 self.speedx = (self.speedx**2+szOld**2-(self.speedz**2))**.5 else: self.speedz -= 2*self.speedz self.speedx -= 2*self.speedx speed = vector (self.speedx, self.speedz) speed2 = (random()*2+.1)*speed self.speedz = speed2.z self.speedx = speed2.x""" if self.chasingPlayer == true: abstandEnemyPlayer = vector(player.pos.x - self.x, 0, player.pos.z - self.z) self.x += abstandEnemyPlayer.x * 0.02 self.z += abstandEnemyPlayer.z * 0.02 self.anzeige.pos = (self.x, 12, self.z) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < 4: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 else: player.life = 0 print "Leben:",player.life def colControl(self): col = False if (self.x > 175.0): self.x -= random()*10.0 self.speedx = -self.speedx col = True if (self.z > 175.0): self.z -= random()*10.0 self.speedz = -self.speedz col = True if (self.x < 0.0): self.x += random()*10.0 self.speedx = -self.speedx col = True if (self.z < 0.0): self.z += random()*10.0 self.speedz = -self.speedz col = True """if self.x > wand1.pos.x: col = True if self.x < wand2.pos.x: col = True if self.z > wand4.pos.z: col = True if self.z < wand3.pos.z: col = True""" return col def shoot(self,sme): "Gegner via Mausevent (sme) beschossen" # wurde der Gegner am Kopf abgeschossen? if sme.pick == self.kopf and len(self.shots) < self.lives: # erzeuge Schüsse und fuegt in Liste ein self.shots.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.red, \ radius=0.5, material=materials.plastic, \ frame=self) ) self.anzeige.visible = true self.anzeige.text="Leben: "+str((self.lives+1)-len(self.shots)) # Erhoehung der Drehgeschwindigkeit self.winkel*=1.4 self.chasingPlayer = true elif len(self.shots) >= self.lives: self.visible = false self.anzeige.visible = false if (player.life < 90): player.life += 10 else: player.life = 100 # Donutliste donuts = [] # Enemyliste enemies = [] Kugelx = 0 Kugely = 0 Kugelz = 0 liste = [] #Schuss """Muendungsfeuer = sphere (pos = (liste[0], liste[1], liste[2]), radius = (1), opacity = (0.70), color = color.yellow) Muendungsfeuer2 = sphere (pos = (liste[0]+0.1, liste[1], liste[2]), radius = (0.9), opacity = (0.70), color = color.yellow) kugel = sphere (pos =(liste[0], liste[1], liste[2]), radius = 0.3, color = color.red)""" class RandomDonut(Thread, frame): "Klasse modelliert Donut" def __init__(self, pos=(0,0,0), axis=(0,1,0), streuselMax = 10, size=0.5, glasurColor = (.3,.2,.1)): # Aufruf der Oberklassenkonstruktoren fuer Nebenlaeufigkeit und Objektcontainer Thread.__init__(self) frame.__init__(self, pos=pos) self.size = size self.teig = ring(thickness=self.size, color=(.9,.8,.2), axis=(0,1,0), frame=self, radius = self.size*2) self.glasur = ring(thickness=self.size+(self.size/50.0), color=glasurColor,\ material=materials.plastic, y=(self.size/5), axis=(0,1,0), frame=self, radius = self.size*2) self.streusel = [] self.winkel = 0.5 self.speed = 0.1 self.movingUp = true self.chasingPlayer = false self.streuselMax = streuselMax self.anzeige = label(pos=self.pos, text="RandomDonut", box=False, line=False, yoffset=50, height=10) self.anzeige.visible = true def run(self): "Thread starten" while len(self.streusel)<self.streuselMax+1: rate(50) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(1,1,1)) if self.chasingPlayer == true: abstandDonutPlayer = vector(player.pos.x - self.pos.x, 0, player.pos.z - self.pos.z) #print ("abstandDonutPlayer: ", abstandDonutPlayer.x, abstandDonutPlayer.y, abstandDonutPlayer.z) self.pos += (abstandDonutPlayer.x*0.005, 0, abstandDonutPlayer.z*0.005) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < self.size: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 else: player.life = 0 print "Leben:",player.life def garnieren(self,sme): "Donut via Mausevent (sme) mit Streuseln versehen" if sme.pick == self.glasur and len(self.streusel) < self.streuselMax: # erzeuge Streusel und f� Liste ein self.streusel.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.hsv_to_rgb((random(),1,1)), \ radius=(self.size/10), material=materials.plastic, \ frame=self) ) self.anzeige.visible = true self.anzeige.text="Leben: "+str((self.streuselMax+1)-len(self.streusel)) # Erhoehung der Drehgeschwindigkeit self.winkel*=1.1 self.teig.thickness -= self.size/50 self.glasur.thickness -= self.size/50+(self.size/50/50) self.teig.radius -= self.size/50 self.glasur.radius -= self.size/25 self.glasur.y -= (self.size/25) self.chasingPlayer = true # Streuselprotokoll print len(self.streusel) elif len(self.streusel) >= self.streuselMax: self.visible = false self.anzeige.visible = false if (player.life < 90): player.life += 10 else: player.life = 100 class Donut(Thread, frame): def __init__(self, pos=(0,0,0), axis=(0,1,0), streuselMax=10, size=4,glasurColor = (.3,.2,.1),): # Aufruf der Oberklassenkonstruktoren fuer Nebenlaeufigkeit und Objektcontainer Thread.__init__(self) frame.__init__(self, pos=pos) self.size = size self.teig = ring(thickness=self.size, color=(.9,.8,.2), axis=(0,1,0), frame=self, radius = self.size*2) self.glasur = ring(thickness=self.size+(self.size/50.0), color=glasurColor,\ material=materials.plastic, y=(self.size/2), axis=(0,1,0), frame=self, radius = self.size*2) self.streusel = [] self.winkel = 1 self.speed = 0.1 self.movingUp = true self.chasingPlayer = false self.streuselMax = streuselMax self.anzeige = label(pos=self.pos, text="Donut", \ box=False, line=False, yoffset=50, height=10) def run(self): "Thread starten" while len(self.streusel)<self.streuselMax: rate(200) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(0,1,0)) if self.chasingPlayer == true: abstandDonutPlayer = vector(player.pos.x - self.pos.x, 0, player.pos.z - self.pos.z) #print ("abstandDonutPlayer: ", abstandDonutPlayer.x, abstandDonutPlayer.y, abstandDonutPlayer.z) self.pos += (abstandDonutPlayer.x*0.005, 0, abstandDonutPlayer.z*0.005) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < 4: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 player.p.opacity += 0.01 else: player.life = 0 print "Leben:",player.life def garnieren(self,sme): "Donut via Mausevent (sme) mit Streuseln versehen" if sme.pick == self.glasur and len(self.streusel) < self.streuselMax: # erzeuge Streusel und f� Liste ein self.streusel.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.hsv_to_rgb((random(),1,1)), \ radius=0.5, material=materials.plastic, \ frame=self) ) self.anzeige.text="Leben: "+str(11-len(self.streusel)) # Erhoehung der Drehgeschwindigkeit self.winkel*=1.1 self.chasingPlayer = true # Streuselprotokoll print len(self.streusel) elif len(self.streusel) >= self.streuselMax: self.visible=false self.anzeige.visible=false if (player.life < 90): player.life += 10 else: player.life = 100 class SuperDonut(Thread, frame): "Klasse modelliert Donut" def __init__(self, pos=(0,0,0), axis=(0,1,0), streuselMax=25, size=6,glasurColor = (.3,.2,.1),): # Aufruf der Oberklassenkonstruktoren fuer Nebenlaeufigkeit und Objektcontainer Thread.__init__(self) frame.__init__(self, pos=pos) self.size = size self.teig = ring(thickness=self.size, color=(.9,.8,.2), axis=(0,1,0), frame=self, radius = self.size*2) self.glasur = ring(thickness=self.size+(self.size/50.0), color=glasurColor,\ material=materials.plastic, y=(self.size/5), axis=(0,1,0), frame=self, radius = self.size*2) self.streusel = [] self.winkel = 0 self.speed = 0.1 self.movingUp = true self.chasingPlayer = false self.streuselMax = streuselMax self.anzeige = label(pos=self.pos, text="SuperDonut", \ box=False, line=False, yoffset=50, height=10) def run(self): "Thread starten" while len(self.streusel)<self.streuselMax: rate(200) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(0,1,0)) self.rotate(angle=radians(self.winkel), axis=(1,0,0)) self.rotate(angle=radians(self.winkel), axis=(0,0,1)) if self.chasingPlayer == true: abstandDonutPlayer = vector(player.pos.x - self.pos.x, 0, player.pos.z - self.pos.z) #print ("abstandDonutPlayer: ", abstandDonutPlayer.x, abstandDonutPlayer.y, abstandDonutPlayer.z) self.pos += (abstandDonutPlayer.x*0.005, 0, abstandDonutPlayer.z*0.005) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < 4: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 player.p.opacity += 0.01 else: player.life = 0 print "Leben:",player.life def garnieren(self,sme): "Donut via Mausevent (sme) mit Streuseln versehen" if sme.pick == self.glasur and len(self.streusel) < self.streuselMax: # erzeuge Streusel und f� Liste ein self.streusel.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.hsv_to_rgb((random(),1,1)), \ radius=0.5, material=materials.plastic, \ frame=self) ) self.anzeige.text="Leben: "+str(26-len(self.streusel)) # Erhoehung der Drehgeschwindigkeit self.winkel+=0.1 self.chasingPlayer = true # Streuselprotokoll print len(self.streusel) elif len(self.streusel) >= self.streuselMax: self.visible=false self.anzeige.visible=false if (player.life < 90): player.life += 10 else: player.life = 100 class BreakdanceDonut(Thread, frame): "Klasse modelliert Donut" def __init__(self, pos=(0,0,0), axis=(0,1,0), streuselMax=12,size=4,glasurColor = (.3,.2,.1),): # Aufruf der Oberklassenkonstruktoren fuer Nebenlaeufigkeit und Objektcontainer Thread.__init__(self) frame.__init__(self, pos=pos) self.size = size self.teig = ring(thickness=self.size, color=(.9,.8,.2), axis=(0,1,0), frame=self, radius = self.size*2) self.glasur = ring(thickness=self.size+(self.size/50.0), color=glasurColor,\ material=materials.plastic, y=(self.size/2), axis=(0,1,0), frame=self, radius = self.size*2) self.streusel = [] self.winkel = 0 self.speed = 0.2 self.movingUp = true self.chasingPlayer = false self.streuselMax = streuselMax self.anzeige = label(pos=self.pos, text="BreakdanceDonut", \ box=False, line=False, yoffset=50, height=10) def run(self): "Thread starten" while len(self.streusel)<self.streuselMax: rate(400) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(0,1,0)) self.rotate(angle=radians(self.winkel), axis=(1,0,0)) self.rotate(angle=radians(self.winkel), axis=(0,0,1)) if self.chasingPlayer == true: abstandDonutPlayer = vector(player.pos.x - self.pos.x, 0, player.pos.z - self.pos.z) #print ("abstandDonutPlayer: ", abstandDonutPlayer.x, abstandDonutPlayer.y, abstandDonutPlayer.z) self.pos += (abstandDonutPlayer.x*0.005, 0, abstandDonutPlayer.z*0.005) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < 4: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 player.p.opacity += 0.01 else: player.life = 0 print "Leben:",player.life def garnieren(self,sme): "Donut via Mausevent (sme) mit Streuseln versehen" if sme.pick == self.glasur and len(self.streusel) < self.streuselMax: # erzeuge Streusel und f� Liste ein self.streusel.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.hsv_to_rgb((random(),1,1)), \ radius=0.5, material=materials.plastic, \ frame=self) ) self.anzeige.text="Leben: "+str(13-len(self.streusel)) # Erhoehung der Drehgeschwindigkeit self.winkel+=0.2 self.chasingPlayer = true # Streuselprotokoll print len(self.streusel) elif len(self.streusel) >= self.streuselMax: self.visible=false self.anzeige.visible=false if (player.life < 90): player.life += 10 else: player.life = 100 class MONSTERDonut(Thread, frame): "Klasse modelliert Donut" def __init__(self, pos=(0,0,0), axis=(0,1,0), streuselMax=100, size=10,glasurColor = (.3,.2,.1)): # Aufruf der Oberklassenkonstruktoren fuer Nebenlaeufigkeit und Objektcontainer Thread.__init__(self) frame.__init__(self, pos=pos) self.size = size self.teig = ring(thickness=self.size, color=(.9,.8,.2), axis=(0,1,0), frame=self, radius = self.size*2) self.glasur = ring(thickness=self.size+(self.size/50.0), color=glasurColor,\ material=materials.plastic, y=(self.size/5), axis=(0,1,0), frame=self, radius = self.size*2) self.streusel = [] self.winkel = 0 self.speed = 0.05 self.movingUp = true self.chasingPlayer = false self.streuselMax = streuselMax self.anzeige = label(pos=self.pos, text="MONSTERDonut", \ box=False, line=False, yoffset=50, height=10) def run(self): "Thread starten" while len(self.streusel)<self.streuselMax: rate(200) # Rotation um y-Achse durch Mittelpunkt self.rotate(angle=radians(self.winkel), axis=(0,1,0)) self.rotate(angle=radians(self.winkel), axis=(1,0,0)) self.rotate(angle=radians(self.winkel), axis=(0,0,1)) if self.chasingPlayer == true: abstandDonutPlayer = vector(player.pos.x - self.pos.x, 0, player.pos.z - self.pos.z) #print ("abstandDonutPlayer: ", abstandDonutPlayer.x, abstandDonutPlayer.y, abstandDonutPlayer.z) self.pos += (abstandDonutPlayer.x*0.005, 0, abstandDonutPlayer.z*0.005) v1 = mag(vector(self.pos.x, self.pos.z)) v2 = mag(vector(scene.center.x, scene.center.z)) if ((v1 - v2)**2)**0.5 < 4: #self.o2.visible = False #del self.o2 if (player.life > 0): player.life -= 1 player.p.opacity += 0.01 else: player.life = 0 print "Leben:",player.life def garnieren(self,sme): "Donut via Mausevent (sme) mit Streuseln versehen" if sme.pick == self.glasur and len(self.streusel) < self.streuselMax: # erzeuge Streusel und f� Liste ein self.streusel.append(sphere(pos=self.world_to_frame(sme.pickpos), \ color=color.hsv_to_rgb((random(),1,1)), \ radius=0.5, material=materials.plastic, \ frame=self) ) self.anzeige.text="Leben: "+str(101-len(self.streusel)) # Erhoehung der Drehgeschwindigkeit self.winkel+=0.01 self.chasingPlayer = true # Streuselprotokoll print len(self.streusel) elif len(self.streusel) >= self.streuselMax: self.visible=false self.anzeige.visible=false if (player.life < 90): player.life += 10 else: player.life = 100 if __name__ == "__main__": for i in range(15): x=random() if(x<0.2): d1 = SuperDonut(pos=(random()*350,size,random()*350)) elif(x<0.3): d1 = BreakdanceDonut(pos=(random()*350,size,random()*350)) elif(x<0.35): d1 = MONSTERDonut(pos=(random()*350,size,random()*350)) if(x<0.50): size = random()*3+3 d1 = RandomDonut(pos=(random()*350,size,random()*350), size = size, glasurColor = (random(), random(), random())) else: d1 = Donut(pos=(random()*350,size,random()*350)) d1.start() donuts.append(d1) for i in range(5): e1 = enemy(x = (random()*170), z = (random()*170), sx = random()*2-1, sz = random()*2-1) e1.start() enemies.append(e1) while True: rate(100) if (shootTimer > 0.0): shootTimer -= 0.05 player.b.opacity -= 0.2 player.b2.opacity -= 0.2 player.b3.opacity -= 0.24 player.b4.opacity -= 0.18 player.b5.opacity -= 0.3 else: player.b.visible = False player.b2.visible = False player.b3.visible = False player.b4.visible = False player.b5.visible = False if (scene.center.x < 20): #player.kopf.color = color.red scene.center.x = 20 if (scene.center.x > 330): #player.kopf.color = color.green scene.center.x = 330 if (scene.center.z < 20): #player.kopf.color = color.blue scene.center.z = 20 if (scene.center.z > 330): #player.kopf.color = color.yellow scene.center.z = 330 #else: #player.kopf.color = color.white if (player.life > 0): player.p1.opacity = 0.01 * (100-player.life) player.p2.opacity = 0.01 * (100-player.life) player.p3.opacity = 0.01 * (100-player.life) player.p4.opacity = 0.01 * (100-player.life) else: tot = box (pos = scene.center-(0,0,5), color = color.red, opacity = 1.0, height = 20, width = .01, length = 20) """for i in liste: v1 = vector(i.pos.x, i.pos.z) v2 = vector(player.pos.x, player.pos.z) if mag(v1 - v2) < 10: i.o2.visible = False del i.o2 player.kopf.color = color.red""" #else: # player.kopf.color = color.white s1 = Sprung() player.pos=scene.center-(0,10,0) if scene.kb.keys: s = scene.kb.getkey() #if player.color==color.red: if s == 'up' or s=='w': # vor scene.center += scene.forward*mag(scene.center-scene.mouse.camera)/-12 elif s == 'down' or s=='s': # hinter scene.center -= scene.forward*mag(scene.center-scene.mouse.camera)/-12 elif s == 'left' or s=='a': # links scene.center -= cross(scene.forward,scene.up)/-2 elif s == 'right' or s=='d': # rechts scene.center += cross(scene.forward,scene.up)/-2 elif s == "l": if (player.life < 90): player.life += 10 else: player.life = 100 elif s == "t": s1.run() elif s == "r": ray = scene.mouse.ray newray = norm(vector(ray.x, 0, ray.z)) angle = arcsin(dot(cross(scene.forward,newray),scene.up)) player.rotate(scene.forward, axis=scene.up, angle=angle/-50) newforward = rotate(scene.forward, axis=scene.up, angle=angle/-50) scene.forward = newforward # LOOKS LIKE I´M DOING STUFF ! player.pos=scene.center-(0,10,0) if scene.mouse.events: # Maus-Event in Variable speichern sme = scene.mouse.getevent() # Verarbeitung des Maus-Events: Maus auf Objekt gedrueckt? if sme.pick and sme.press: for i in donuts: i.garnieren(sme) for i in enemies: i.shoot(sme) player.b.visible = True player.b2.visible = True player.b3.visible = True player.b4.visible = True player.b5.visible = True shootTimer = 1.0 player.b.opacity = 0.7 player.b2.opacity = 0.6 player.b3.opacity = 0.8 player.b4.opacity = 0.9 player.b5.opacity = 1.0