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MyLibrary.py
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# MyLibrary.py
import sys, time, random, math, pygame
from pygame.locals import *
# calculates distance between two points
def distance(point1, point2):
delta_x = point1.x - point2.x
delta_y = point1.y - point2.y
dist = math.sqrt(delta_x*delta_x + delta_y*delta_y)
return dist
# calculates velocity of an angle
def angular_velocity(angle):
vel = Point(0,0)
vel.x = math.cos( math.radians(angle) )
vel.y = math.sin( math.radians(angle) )
return vel
# calculates angle between two points
def target_angle(x1,y1,x2,y2):
delta_x = x2 - x1
delta_y = y2 - y1
angle_radians = math.atan2(delta_y,delta_x)
angle_degrees = math.degrees(angle_radians)
return angle_degrees
# wraps a degree angle at boundary
def wrap_angle(angle):
return abs(angle % 360)
# prints text using the supplied font #CHANGE
def print_text(target, font, x, y, text, color=(255,255,255), center=False):
imgText = font.render(text, True, color)
if center:
r = surf.get_bounding_rect()
x-=r.width/2
y-=r.height/2
target.blit(imgText, (x,y))
class Sprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0,0.0)
self.rotation = 0.0
self.old_rotation = 0.0
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename):
self.master_image = pygame.image.load(filename).convert_alpha()
def set_image(self, image):
self.master_image = image
def draw(self, surface):
surface.blit(self.image, (self.X,self.Y))
def __str__(self):
return str(self.rect)
class AnimSprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0,0.0)
self.rotation = 0.0
self.old_rotation = 0.0
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename, width=0, height=0, columns=1):
self.master_image = pygame.image.load(filename).convert_alpha()
self.set_image(self.master_image, width, height, columns)
def set_image(self, image, width=0, height=0, columns=1):
self.master_image = image
if width==0 and height==0:
self.frame_width = image.get_width()
self.frame_height = image.get_height()
else:
self.frame_width = width
self.frame_height = height
rect = self.master_image.get_rect()
self.last_frame = (rect.width//width) * (rect.height//height) - 1
self.rect = Rect(0,0,self.frame_width,self.frame_height)
self.columns = columns
def update(self, current_time, rate=30):
if self.last_frame > self.first_frame:
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
else:
self.frame = self.first_frame
#build current frame only if it changed
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
# this is only used when bypassing Group
def draw(self, surface):
surface.blit(self.image, (self.X,self.Y))
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
#Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
#X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
#Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x,2) + \
",Y:" + "{:.0f}".format(self.__y) + "}"