mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
111 lines
3.3 KiB
Python
111 lines
3.3 KiB
Python
########################## TOONTOWN ADVENTURE ##########################
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# Filename: GameSprite.py
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# Created by: sillypeppymacspeed
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# Date: March 28th, 2014
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####
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# Description:
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#
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# This codes the sprites for the Garden Drop estate game.
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####
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### DEFINITELY NOT COPIED FROM TOONTOWN HOUSE
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import math
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class GameSprite:
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colorRed = (1, 0, 0, 1)
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colorBlue = (0, 0, 1, 1)
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colorGreen = (0, 1, 0, 1)
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colorYellow = (1, 1, 0, 1)
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colorPurple = (1, 0, 1, 1)
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colorGhostRed = (1, 0, 0, 0.5)
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colorGhostBlue = (0, 0, 1, 0.5)
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colorGhostGreen = (0, 1, 0, 0.5)
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colorGhostYellow = (1, 1, 0, 0.5)
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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)
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def __init__(self, nodeObj, colorType = 0, foundation = 0):
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self.nodeObj = nodeObj
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self.foundation = foundation
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self.velX = 0
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self.velZ = 0
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self.prevX = 0
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self.prevZ = 0
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self.isActive = 1
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self.size = 0.04
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self.isQue = 0
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self.colorType = colorType
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if not foundation:
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if colorType == 0:
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self.setColor(GameSprite.colorGhostRed)
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elif colorType == 1:
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self.setColor(GameSprite.colorGhostBlue)
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elif colorType == 2:
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self.setColor(GameSprite.colorGhostGreen)
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elif colorType == 3:
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self.setColor(GameSprite.colorGhostYellow)
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elif colorType == 4:
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self.setColor(GameSprite.colorGhostPurple)
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elif colorType == 0:
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self.setColor(GameSprite.colorRed)
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elif colorType == 1:
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self.setColor(GameSprite.colorBlue)
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elif colorType == 2:
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self.setColor(GameSprite.colorGreen)
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elif colorType == 3:
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self.setColor(GameSprite.colorYellow)
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elif colorType == 4:
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self.setColor(GameSprite.colorPurple)
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self.markedForDeath = 0
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def delete(self):
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self.nodeObj.destroy()
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def run(self, timeDelta):
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if self.isActive and not self.isQue:
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self.prevX = self.nodeObj.getX()
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self.prevZ = self.nodeObj.getZ()
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self.setX(self.getX() + self.velX * timeDelta)
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self.setZ(self.getZ() + self.velZ * timeDelta)
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self.velX = self.velX * (1 - timeDelta * 4)
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self.velZ = self.velZ * (1 - timeDelta * 4)
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def setActive(self, active):
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if active:
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self.isActive = 1
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else:
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self.isActive = 0
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self.velX = 0
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self.velZ = 0
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def getX(self):
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return self.nodeObj.getX()
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def getZ(self):
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return self.nodeObj.getZ()
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def setX(self, x):
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self.prevX = self.nodeObj.getX()
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self.nodeObj.setX(x)
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def setZ(self, z):
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self.prevZ = self.nodeObj.getZ()
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self.nodeObj.setZ(z)
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def addForce(self, force, direction):
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if self.isActive:
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forceX = math.cos(direction) * force
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forceZ = math.sin(direction) * force
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self.velX += forceX
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self.velZ += forceZ
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def setColor(self, trip):
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self.nodeObj.setColorScale(trip[0], trip[1], trip[2], trip[3])
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def collide(self):
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if self.isActive:
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self.setX(self.prevX)
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self.setZ(self.prevZ)
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