Poodletooth-iLand/toontown/estate/GameSprite.py

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########################## TOONTOWN ADVENTURE ##########################
# Filename: GameSprite.py
# Created by: sillypeppymacspeed
# Date: March 28th, 2014
####
# Description:
#
# This codes the sprites for the Garden Drop estate game.
####
### DEFINITELY NOT COPIED FROM TOONTOWN HOUSE
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import math
class GameSprite:
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colorRed = (1, 0, 0, 1)
colorBlue = (0, 0, 1, 1)
colorGreen = (0, 1, 0, 1)
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colorYellow = (1, 1, 0, 1)
colorPurple = (1, 0, 1, 1)
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colorGhostRed = (1, 0, 0, 0.5)
colorGhostBlue = (0, 0, 1, 0.5)
colorGhostGreen = (0, 1, 0, 0.5)
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colorGhostYellow = (1, 1, 0, 0.5)
colorGhostPurple = (1, 0, 1, 0.5)
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colorWhite = (1, 1, 1, 1)
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colorBlack = (0.5, 0.5, 0.5, 1.0)
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colorShadow = (0, 0, 0, 0.5)
def __init__(self, nodeObj, colorType = 0, foundation = 0):
self.nodeObj = nodeObj
self.foundation = foundation
self.velX = 0
self.velZ = 0
self.prevX = 0
self.prevZ = 0
self.isActive = 1
self.size = 0.04
self.isQue = 0
self.colorType = colorType
if not foundation:
if colorType == 0:
self.setColor(GameSprite.colorGhostRed)
elif colorType == 1:
self.setColor(GameSprite.colorGhostBlue)
elif colorType == 2:
self.setColor(GameSprite.colorGhostGreen)
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elif colorType == 3:
self.setColor(GameSprite.colorGhostYellow)
elif colorType == 4:
self.setColor(GameSprite.colorGhostPurple)
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elif colorType == 0:
self.setColor(GameSprite.colorRed)
elif colorType == 1:
self.setColor(GameSprite.colorBlue)
elif colorType == 2:
self.setColor(GameSprite.colorGreen)
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elif colorType == 3:
self.setColor(GameSprite.colorYellow)
elif colorType == 4:
self.setColor(GameSprite.colorPurple)
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self.markedForDeath = 0
def delete(self):
self.nodeObj.destroy()
def run(self, timeDelta):
if self.isActive and not self.isQue:
self.prevX = self.nodeObj.getX()
self.prevZ = self.nodeObj.getZ()
self.setX(self.getX() + self.velX * timeDelta)
self.setZ(self.getZ() + self.velZ * timeDelta)
self.velX = self.velX * (1 - timeDelta * 4)
self.velZ = self.velZ * (1 - timeDelta * 4)
def setActive(self, active):
if active:
self.isActive = 1
else:
self.isActive = 0
self.velX = 0
self.velZ = 0
def getX(self):
return self.nodeObj.getX()
def getZ(self):
return self.nodeObj.getZ()
def setX(self, x):
self.prevX = self.nodeObj.getX()
self.nodeObj.setX(x)
def setZ(self, z):
self.prevZ = self.nodeObj.getZ()
self.nodeObj.setZ(z)
def addForce(self, force, direction):
if self.isActive:
forceX = math.cos(direction) * force
forceZ = math.sin(direction) * force
self.velX += forceX
self.velZ += forceZ
def setColor(self, trip):
self.nodeObj.setColorScale(trip[0], trip[1], trip[2], trip[3])
def collide(self):
if self.isActive:
self.setX(self.prevX)
self.setZ(self.prevZ)