init.
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import sdl2.ext
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# from math import sqrt
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from time import sleep
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# SDL related initializations
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sdl2.ext.init()
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width = 1024
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height = 768
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window = sdl2.ext.Window("Balls!", size=(width, height))
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window_surface = window.get_surface()
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window_pixels = sdl2.ext.PixelView(window_surface)
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window.show()
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# controller class
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# technically unnecessary, but having keyboard input code directly manipulate physics is really goddamn messy, so should always be separated
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# like using this as a "middle-man", thus making it possible also to manipulate controls by A.I, demo playback, etc. without extra code
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class Controller:
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left = 0
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right = 0
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up = 0
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down = 0
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class Ball:
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# default location is 0 0
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x = 0
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y = 0
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# default velocity is 0 0
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vel_x = 0
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vel_y = 0
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# default colour values give a red ball, unless redefined at initialization
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r = 255
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g = 0
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b = 0
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# the controller object stores information if we are steering left, right, up, down
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controller = Controller()
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def __init__(self, size, x, y, sprite_surface):
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# physics
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self.x = x
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self.y = y
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self.size = size
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self.radius = size / 2.0
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self.bounce_x = bounce # assigned from global default value; x axis bounce-back
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self.bounce_y = bounce # assigned from global default value; y axis bounce-back
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self.accelerate = accelerate # assigned from global default value; rate of increasing x velocity by controlling
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self.max_move_vel = (
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max_move_vel # assigned from global default value; maximum velocity to apply when controlling
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)
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self.jump_vel = jump_vel # assigned from global default value; negative y velocity applied for jumping
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self.floating = (
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0 # determines whether the object is floating in air or standing on the bottom edge of the screen border
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)
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# graphics
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# use the sprite which we got as an argument
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self.sprite_surface = sprite_surface
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# if we got None as argument, generate a new, red ball sphere
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if self.sprite_surface == None:
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self.sprite_surface = make_ball_sprite(self.size, 255, 0, 0, 0.66)
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# read input from controller object and apply incremental changes to velocity
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def do_control(self):
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# if the input for left == 1 and vel is not yet -max_move_vel ("greater than" negative max_move_vel),
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# accelerate with a negative value (toward left on x axis)
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if self.controller.left and self.vel_x > -self.max_move_vel:
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self.vel_x -= self.accelerate
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# if the input for right == 1 and vel is less than max_move_vel, increase x vel by 1
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if self.controller.right and self.vel_x < self.max_move_vel:
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self.vel_x += self.accelerate
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# if we pressed up and the ball is NOT floating (therefore it's on the ground), "jump" by setting y vel to -20
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if self.controller.up and not self.floating:
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self.vel_y = -self.jump_vel
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# apply physics-caused changes to velocity, then manipulate x y position based on x y velocity
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def do_physics(self):
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# apply gravity to y vel, incrementally making the object fall faster downwards
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if self.floating:
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self.vel_y += gravity
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# horizontal friction when touching floor, scale the vel down
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if not self.floating:
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self.vel_x *= friction
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# when x velocity drops below a set threshold (stop_vel), stop it entirely to prevent a slow eternal slide
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if abs(self.vel_x) < stop_vel:
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self.vel_x = 0
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# apply current velocities to position values
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self.x += self.vel_x
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self.y += self.vel_y
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# test for collision against screen borders, and perform necessary actions
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def do_edge_collision(self):
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################# x collision #################
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# left edge
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if self.x - self.radius < 0:
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# if we crossed over the left screen edge, move the ball right exactly by
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# the difference between the ball's leftmost point and the left screen edge, so its edge touches the border
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self.x -= self.x - self.radius
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# reverse velocity for a "bounce" effect
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if self.vel_x < 0:
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self.do_bounce_x()
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# same shit for right edge
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elif self.x + self.radius > width - 1:
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# if we crossed over the right screen edge, move the ball back enough so it's inside, its edge touching the border, again
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self.x -= self.x + self.radius - width
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# reverse velocity for a "bounce" effect
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if self.vel_x > 0:
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self.do_bounce_x()
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################# y collision ####################
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# top edge
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if self.y - self.radius < 0:
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self.y -= self.y - self.radius
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if self.vel_y < 0:
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self.do_bounce_y()
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# bottom edge
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elif self.y + self.radius > height - 1:
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self.y -= self.y + self.radius - height
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if self.vel_y > 0:
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self.do_bounce_y()
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# since we're touching the floor, we are NOT floating in air; set floating to 0
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self.floating = 0
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else:
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# otherwise we clearly are floating in the air, high as a kite
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self.floating = 1
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# the below functions could also cause some bouncy squeezy animation to play
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def do_bounce_x(self):
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self.vel_x *= self.bounce_x
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def do_bounce_y(self):
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self.vel_y *= self.bounce_y
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# draw function, to copy the ball's (pre-calculated, pre-drawn) image surface, or "sprite", onto the window surface
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def draw(self):
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# the blitsurface function copies sprite_surface to window_surface
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# it's much faster than setting pixels one by one via PixelView
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# the "None" could be replaced with: sdl.SDL_Rect(x, y, w, h) if we only wanted to copy part of the sprite
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# such as if it's actually a sprite sheet graphic, and we're just copying one piece, representing one frame
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# the SDL_Rect that __is__ there, is the destination coordinates (x, y, w, h) on the screen where we want to draw
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# you could scale the sprite larger or smaller along x and y axes by inserting different values for w and h there
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# instead of BlitSurface, we use BlitScaled; exact same, except Scaled will resize the source surface to the given area
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sdl2.SDL_BlitScaled(
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self.sprite_surface, # source surface
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None, # source rectangle
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window_surface, # target surface
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sdl2.SDL_Rect( # target rectangle
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int(self.x - self.size // 2), # target rect. start x
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int(self.y - self.size // 2), # target rect. start y
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self.size, # target rect. width
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self.size, # target rect. height
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),
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)
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# the function is written on multiple lines for the sake of clarity, but could be written on one line all the same;
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# such as the original blitsurface version of the function, commented out below
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# sdl2.SDL_BlitSurface(self.sprite_surface, None, window_surface, sdl2.SDL_Rect(int(self.x-self.radius), int(self.y-self.radius), self.size, self.size))
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def draw_circle(x, y, radius, r, g, b, target_pixels, shaded):
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# cast coordinates into integers, since they might be fractional numbers,
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# but we need integers to know which exact pixels to reference
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x = int(x)
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y = int(y)
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# turn a flag on to create an extra pixel if the circle radius would produce even numbered coordinates
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# (e.g. if the circle is 100 x 100, it must have 4 pixels in the middle)
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# % 1 gets the fractional part of any number (e.g. 10.75 gives 0.75), abs() gets the absolute value (e.g. -0.1 becomes 0.1)
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# k must be 1 for even numbered, and 0 for odd numbered coordinates
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if abs((radius % 1) - 0.5) < 0.5:
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k = 0
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else:
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k = 1
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# now that we don't need the fractional part anymore, we cast the radius to an integer, rounding down
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# if k is 0, we inferred from the radius that the circle size is closer to an odd number
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# in this case the rounding down "loses" an odd pixel along each dimension, and so we add 1 to the radius
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radius = int(radius) + (1 - k)
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# we need these 2ndary variables if the circle is shaded; explained below
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new_r = r
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new_g = g
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new_b = b
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# squared radius for an optimization trick; explained below
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radius_squared = radius**2
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# process each pixel in a squrae area; not the whole pixel area of the ball, just one quadrant of it
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for y_pix in range(0, radius):
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for x_pix in range(0, radius):
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# get each pixel's distance from the square's centre
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# distance = math.sqrt(y_pix**2 + x_pix**2)
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# instead of getting the square root of the distance every time,
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# we get the square of the radius once at the beginning of the function (above)
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# and compare the squared values; the mathematical outcome in comparing which is greater, is the exact same! :O
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# but now we have saved ourselves lots of processing power, and don't need the sqrt library!
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distance_squared = y_pix**2 + x_pix**2
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# if the pixel is within a radius, draw it; otherwise leave it empty
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if distance_squared < radius_squared:
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# if the circle is shaded, modify r,g,b values using distance/radius ratio and shaded modifier
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if shaded != 0:
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# shaded == 1 gives a fully shaded ball, almost black near edges
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# (think like: 1 * 100% of red is reduced from red if distance/radius == 1.0)
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# (think like: 1 * 50% of red is reduced from red if distance/radius == 0.5)
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# shaded == 0.5 gives a half-shaded ball, which has half-brightness of original colour near the edges
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# (think like: 0.5 * 100% == 50% of red is reduced from red if distance/radius == 1.0)
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# (think like: 0.5 * 50% == 25% of red is reduced from red if distance/radius == 0.5)
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# shaded == 0 is not shaded at all, plain colour
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# please note that we have to calculate a new shaded colour for each pixel,
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# while preserving the original r, g, b values; hence we need the new_r, new_g, new_b variables
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new_r = r - int(shaded * r * (distance_squared / radius_squared))
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new_g = g - int(shaded * g * (distance_squared / radius_squared))
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new_b = b - int(shaded * b * (distance_squared / radius_squared))
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# we do 4 pixels at a time, just flipping - and + for coordinate offsets from x and y
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# we do the math above for one quadrant of the image, but write a mirrored pixel into all four quadrants
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# since the circle image is symmetrical on x and y axes, this saves time and processing power
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# you could even calculate just 1 octant and draw 8 pixels in all octants, but that would overcomplicate the code for this example
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try:
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target_pixels[y - y_pix - k][x - x_pix - k] = sdl2.ext.Color(new_r, new_g, new_b)
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target_pixels[y - y_pix - k][x + x_pix] = sdl2.ext.Color(new_r, new_g, new_b)
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target_pixels[y + y_pix][x - x_pix - k] = sdl2.ext.Color(new_r, new_g, new_b)
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target_pixels[y + y_pix][x + x_pix] = sdl2.ext.Color(new_r, new_g, new_b)
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except:
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print("Warning: attempting to draw outside of boundaries!")
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def make_ball_sprite(size, r, g, b, shaded):
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# a surface is just data containing pixel graphics, like an image
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# because SDL_CreateRGBSurface() returns a memory address (pointer) to a surface, instead of a surface itself...
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p_sprite_surface = sdl2.SDL_CreateRGBSurface(0, size, size, 32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF)
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# ...we need to create another variable from the contents (actual surface) at that memory address
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sprite_surface = p_sprite_surface.contents
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# in order to be able to manipulate the pixels of the image, we need this PixelView thing to "unlock" its memory
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sprite_pixels = sdl2.ext.PixelView(sprite_surface)
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# with all that shit done, we can finally fucking draw some shit on the image
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# start coordinates are size // 2, since the x, y given to draw_circle are its middle point
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draw_circle(size // 2, size // 2, size / 2, r, g, b, sprite_pixels, 0.75)
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# now that we're finished manipulating the surface's pixels, return the surface to whoever called
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return sprite_surface
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def process_events(control):
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# get_events() gets a "queue" list of all kinds of happenings from keyboard, mouse, whatever
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# these things are called events, though in other contexts the word can also refer to in-game events (player died, grenade exploded...)
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events = sdl2.ext.get_events()
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# you can then walk through this queue of events using a for loop, and check for the ones you want
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# see https://wiki.libsdl.org/SDL_EventType for a complete list
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for event in events:
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# function returns False to the while (running) loop, making running = False
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# and thus exit the loop - and also exit the program
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if event.type == sdl2.SDL_QUIT:
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return False
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# SDL_GetKeyboardState(None) creates a data structure that contains status of all keyboard buttons
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# please keep in mind that get_events() must be called first or else there is nothing
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keyboard_state = sdl2.SDL_GetKeyboardState(None)
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# the control object given as argument to this function is used to store 1 or 0 for left, right, up, down
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# depending on if that key element on the keyboard_state list is 1 or 0
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# for a full list, see list of SDL_SCANCODE_ * in https://wiki.libsdl.org/SDL_Scancode
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control.left = keyboard_state[sdl2.SDL_SCANCODE_LEFT]
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control.right = keyboard_state[sdl2.SDL_SCANCODE_RIGHT]
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control.up = keyboard_state[sdl2.SDL_SCANCODE_UP]
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control.down = keyboard_state[sdl2.SDL_SCANCODE_DOWN]
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# don't forget to return True to the main loop that calls this function, so running = True
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return True
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# global physics variables
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gravity = 1 # rate at which vel_y increases every cycle to simulate gravity
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friction = 0.8 # multiplier for scaling x velocity when colliding with bottom edge
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bounce = -0.9 # multiplier for reversing velocity when an object collides and bounces off
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stop_vel = 0.25 # threshold below which velocity is set to 0
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accelerate = 1 # rate at which vel_x changes when controlling left/right
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max_move_vel = 8 # stop applying left/right force once max vel reached
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jump_vel = 20 # y_vel to be applied for jumping (as a negative value -> up)
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# a quick physics lesson:
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# https://i.imgur.com/9qKajZI.png
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# * speed is how fast you are travelling, e.g. car travelling at speed of 20 m/s
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# * velocity is speed in a given direction, e.g. a car is travelling east at a velocity of 10/ms
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# velocity is usually a vector, i.e. information represented using two or three axises, so:
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# a car with a north velocity (y axis) of 10 m/s and east velocity (x axis) of 10 m/s would have an actual speed of ~14.1 m/s
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# that is why we use the word velocity, and seldom call anything speed
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################## MAIN PROGRAM EXECUTION ##########################
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# globals for testing
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color = sdl2.ext.Color(255, 0, 255)
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# let's create some balls because why not
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# 1st ball should auto-generate its own red ball sprite because we give None as the sprite surface argument
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Ball1 = Ball(100, 200, 200, None)
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Ball1.vel_x = 0
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Ball1.vel_y = 0
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Ball1.bounce_y = 0 # disable the vertical bouncing to make this ball easier to control
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# let's make a blue sprite for the 2nd ball
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# we purposefully make the sprite smaller than teh ball, to see that BlitScaled will scale the sprite up
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# to the target drawing area on the screen
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blue_ball_sprite = make_ball_sprite(15, 100, 100, 255, 0.66)
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# and the 2nd ball that uses it
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Ball2 = Ball(50, 100, 200, blue_ball_sprite)
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Ball2.vel_x = -50
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Ball2.vel_y = -10
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# Let's make a 3rd ball that uses the same sprite image too
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Ball3 = Ball(100, 400, 200, blue_ball_sprite)
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Ball3.vel_x = 0
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Ball3.vel_y = 0
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# just to prove a point, let's edit the blue ball sprite by adding a green square to it
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# and see that the change shows up in both blue balls, proving they don't store unique copies
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||||||
|
# but instead, have memory pointers to the same graphic!
|
||||||
|
sdl2.ext.fill(blue_ball_sprite, sdl2.ext.Color(0, 255, 0), (5, 5, 5, 5))
|
||||||
|
# just for the sake of completeness and rehearsal, let's also see how to add just 1 pixel, a red dot at the centre
|
||||||
|
blue_ball_sprite_pixels = sdl2.ext.PixelView(blue_ball_sprite)
|
||||||
|
blue_ball_sprite_pixels[7][7] = sdl2.ext.Color(255, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
|
# could be called main(), run(), execute() or whatever
|
||||||
|
def run():
|
||||||
|
# example of a game loop, demonstrating in which order to execute things
|
||||||
|
running = True
|
||||||
|
while running == True:
|
||||||
|
######################## 1. GET INPUT & PROCESS EVENTS ####################################
|
||||||
|
# get player input into Ball1.controller and check events for quitting,
|
||||||
|
# set running to False if quit, otherwise True
|
||||||
|
# control input could also be stored to some kind of global_controller object,
|
||||||
|
# such as when you want to control a menu, or copy input from a global object
|
||||||
|
# to multiple balls and other things, to simultaneously control many things
|
||||||
|
running = process_events(Ball1.controller)
|
||||||
|
|
||||||
|
######################## 2. LOGIC PROCESSING (physics, AI, etc.) ########################
|
||||||
|
# now that we processed events and stored keyboard state into Ball1.controller,
|
||||||
|
# first alter the Ball1's velocity using its control() function
|
||||||
|
Ball1.do_control()
|
||||||
|
# then work out physics, first gravity, then how friction affects vel values,
|
||||||
|
# and then move the ball's physical location (x, y) based on the final vel values
|
||||||
|
Ball1.do_physics()
|
||||||
|
Ball2.do_physics()
|
||||||
|
Ball3.do_physics()
|
||||||
|
# since the ball has been moved now, we must check if it has collided, and do things like
|
||||||
|
# correct its position if it went through the edge, or change velocity values to "bounce" it off
|
||||||
|
Ball1.do_edge_collision()
|
||||||
|
Ball2.do_edge_collision()
|
||||||
|
Ball3.do_edge_collision()
|
||||||
|
# for countless more balls, it would make more sense for program code to look like this:
|
||||||
|
# list_of_balls = []
|
||||||
|
# list_of_balls.append(Ball(size_here, some_x, some_y, some_sprite or None))
|
||||||
|
# ...
|
||||||
|
# for ball in list_of_balls:
|
||||||
|
# ball.do_some_thing()
|
||||||
|
# ...
|
||||||
|
# for ball in list_of_balls:
|
||||||
|
# ball.do_another_thing()
|
||||||
|
# ...
|
||||||
|
# you would certainly need to do this for things like particles, bullets, etc. which there are 100s or 1000s
|
||||||
|
# because you cannot write individual variables and class instances for each of them
|
||||||
|
|
||||||
|
############ 3. GRAPHICS UPDATE (draw the screen and all objects on top of it) ############
|
||||||
|
# clear screen with black background
|
||||||
|
sdl2.ext.fill(window_surface, color, (0, 0, width, height))
|
||||||
|
# with the balls now in their final positions after all the calculations done above,
|
||||||
|
# draw the balls over the black background
|
||||||
|
Ball1.draw()
|
||||||
|
Ball2.draw()
|
||||||
|
Ball3.draw()
|
||||||
|
|
||||||
|
color2 = sdl2.ext.Color(23, 0, 42)
|
||||||
|
for i in range(0,1000,2):
|
||||||
|
sdl2.ext.draw.line(
|
||||||
|
window_surface,
|
||||||
|
color2,
|
||||||
|
(
|
||||||
|
i,
|
||||||
|
int(Ball1.vel_y),
|
||||||
|
i,
|
||||||
|
int(Ball1.vel_y+100),
|
||||||
|
),
|
||||||
|
1,
|
||||||
|
)
|
||||||
|
sdl2.ext.draw.draw_rect(
|
||||||
|
window_surface,
|
||||||
|
color2,
|
||||||
|
(
|
||||||
|
i,
|
||||||
|
int(Ball1.vel_y),
|
||||||
|
i,
|
||||||
|
int(Ball1.vel_y+100),
|
||||||
|
),
|
||||||
|
1,
|
||||||
|
)
|
||||||
|
|
||||||
|
for i in range(0,1000,2):
|
||||||
|
sdl2.ext.draw.line(
|
||||||
|
window_surface,
|
||||||
|
color2,
|
||||||
|
(
|
||||||
|
int(Ball1.vel_x),
|
||||||
|
i,
|
||||||
|
int(Ball1.vel_x+100),
|
||||||
|
i,
|
||||||
|
),
|
||||||
|
1,
|
||||||
|
)
|
||||||
|
|
||||||
|
# refresh the window
|
||||||
|
window.refresh()
|
||||||
|
sleep(1 / 60) # <- this ...
|
||||||
|
# doesn't actually mean we get 60 FPS, just that we get a 1/60 second delay,
|
||||||
|
# no matter how long the game frame took to process
|
||||||
|
|
||||||
|
|
||||||
|
# program start
|
||||||
|
run()
|
Loading…
Reference in New Issue