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Copy pathgame.py
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140 lines (103 loc) · 3.06 KB
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from array import array
from curses import echo
import os
from queue import Empty
import struct
import pygame as pg
import math
from bs4 import BeautifulSoup
size = width, height = 843, 480
white = 255, 255, 255
def ccw(A,B,C):
return (C[1]-A[1])*(B[0]-A[0]) > (B[1]-A[1])*(C[0]-A[0])
def intersect(A, B):
return ccw(A[0], B[0], B[1]) != ccw(A[1], B[0], B[1]) and ccw(A[0], A[1], B[0]) != ccw(A[0], A[1], B[1])
pg.init()
window = pg.display.set_mode(size)
scene = pg.image.load(os.path.join('test.png'))
scene.convert_alpha()
pg.display.flip()
clock = pg.time.Clock()
with open('test.svg', 'r') as f:
data = f.read()
Bs_data = BeautifulSoup(data, "xml")
with open('test2.svg', 'r') as f2:
data2 = f2.read()
Bs_data2 = BeautifulSoup(data2, "xml")
collisionFloor = []
collisionWall = []
collisionCeiling = []
def lolinit():
del collisionFloor[:]
del collisionWall[:]
del collisionCeiling[:]
for each in b_unique:
tmp = (float(each.get('x')), float(each.get('y')), float(each.get('x'))+float(each.get('width')), float(each.get('y'))+float(each.get('height')))
collisionFloor.append(((tmp[0], tmp[1]), (tmp[2], tmp[1])))
collisionWall.append(((tmp[2], tmp[1]), (tmp[2], tmp[3])))
collisionCeiling.append(((tmp[0], tmp[3]), (tmp[2], tmp[3])))
collisionWall.append(((tmp[0], tmp[1]), (tmp[0], tmp[3])))
b_unique = Bs_data.find_all('rect')
lolinit()
plPos = [50, 300]
plSpd = [0, 0]
plSize = (20, 20)
floorTouch = False
while True:
clock.tick(60)
window.fill(white)
window.blit(scene, (0, 0))
#if not floorTouch:
plSpd[1] -= 0.2
frameTrace = ((plPos[0], plPos[1]), (plPos[0]-plSpd[0], plPos[1]-plSpd[1]))
floorTouch = False
for each in collisionFloor:
if intersect(each, frameTrace):
floorTouch = True
if plSpd[1] < 0:
plSpd[1] = 0
for each in collisionWall:
if intersect(each, frameTrace):
wallTouch = True
plSpd[0] *= -0.5
for each in collisionCeiling:
if intersect(each, frameTrace):
if plSpd[1] > 0:
plSpd[1] = 0
# for each in b_unique:
# pg.draw.rect(window, (0, 0, 0), pg.Rect(
# float(each.get('x')),
# float(each.get('y')),
# float(each.get('width')),
# float(each.get('height'))))
pg.draw.rect(window, (0, 0, 255), pg.Rect((plPos[0]-plSize[0]/2, plPos[1]-plSize[1]/2), plSize))
pg.display.flip()
for event in pg.event.get():
if event.type == pg.QUIT: raise SystemExit
if event.type == pg.KEYDOWN:
if pg.key.get_pressed()[pg.K_SPACE] and floorTouch:
floorTouch = False
plSpd[1] = 10
if pg.key.get_pressed()[pg.K_w]:
b_unique = []
b_unique = Bs_data2.find_all('rect')
lolinit()
scene = pg.image.load(os.path.join('test2.png'))
scene.convert_alpha()
if pg.key.get_pressed()[pg.K_s]:
b_unique = []
b_unique = Bs_data.find_all('rect')
lolinit()
scene = pg.image.load(os.path.join('test.png'))
scene.convert_alpha()
if floorTouch:
if pg.key.get_pressed()[pg.K_a]:
plSpd[0] = 3
elif pg.key.get_pressed()[pg.K_d]:
plSpd[0] = -3
else:
plSpd[0] = 0
plPos[0] -= plSpd[0]
plPos[1] -= plSpd[1]
plPos[0] %= width
plPos[1] %= height